Quick answer: Set the timer through a valid world's timer manager with a correctly bound delegate, keep the handle, and ensure the owner outlives the timer.
An Unreal timer not firing is a setup or lifetime issue. Here is how to fix it.
How to fix it
1. Set it on a valid world
Timers run on the world's timer manager. Setting a timer when GetWorld is null (in a constructor, on a CDO) does nothing. Set it from BeginPlay or later when the world is valid.
2. Bind the delegate correctly
The timer calls a bound delegate. If the function is not bound correctly, or its signature is wrong, the timer does not call anything. Bind it to a valid function on a valid object.
3. Keep the owner alive
If the object that set the timer is destroyed, its timers are cleared. A timer that should fire later needs its owner to live until then. Ensure the owner outlives the timer's delay.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.