Quick answer: Set the UI Scale Rule to match your reference resolution, edit the DPI Scaling Curve so 1.0 occurs at your design height, and anchor widgets to the canvas edges.
A UMG HUD authored on a 1080p editor window can shrink to a sliver on a 4K display because the DPI curve never accounts for it. Tuning the Scale Rule and curve makes every widget scale in proportion.
How to fix it
1. Pick a UI Scale Rule
In Project Settings > User Interface set DPI Scale Rule to Shortest Side or Longest Side depending on whether you design for height or width, so scaling keys off the axis you authored against.
2. Edit the DPI Scaling Curve
Adjust the curve so the value is exactly 1.0 at your design resolution's relevant dimension (for example 1080), making widgets render 1:1 there and scale linearly elsewhere.
3. Anchor inside the Canvas Panel
Set widget anchors to corners or edges in the Canvas Panel and use size boxes, so elements reposition with the safe zone instead of floating from a fixed offset.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.