Quick answer: Set the directional light and sky light Mobility to Movable and enable a real-time GI method like Lumen so lighting recomputes as the sun moves.
You rotate the sun for a day-night cycle but shadows stay pointing the original way and indirect light never dims. Baked lighting precomputes everything for a fixed sun, so any runtime time-of-day needs dynamic lighting instead.
How to fix it
1. Make the lights movable
Select the Directional Light and Sky Light and set Mobility to Movable so their shadows and ambient are evaluated every frame instead of read from a lightmap.
2. Enable real-time GI
Turn on Lumen (Project Settings > Global Illumination = Lumen) so indirect bounce updates with the sun; without it a movable sun gives correct shadows but flat, unchanging bounce light.
3. Use a dynamic sky
Replace a baked skybox with a Sky Atmosphere and Volumetric Cloud setup bound to the sun so the sky color and horizon follow time-of-day rather than staying static.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.