Quick answer: Set the spawn collision handling to adjust or always spawn, provide a valid class and a clear location, and ensure the world exists before spawning.
SpawnActor returning null is usually a collision-handling rejection or a bad class. Here is how to fix it.
How to fix it
1. Set collision handling
By default, if the spawn location overlaps geometry, SpawnActor can fail and return null. Set the spawn collision handling override to AdjustIfPossibleButAlwaysSpawn (or always spawn) so it succeeds even when the spot is occupied.
2. Provide a valid class and location
A null or abstract class, or a location far outside the world, fails the spawn. Confirm the actor class is set and valid and the transform is reasonable.
3. Ensure the world is ready
Spawning before the world or level is fully initialized fails. Spawn from begin play or later, and check the world pointer is valid, so there is a world to spawn into.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.