Quick answer: Clip both passes at the water plane, distort reflection and refraction with the same normal-derived offset scaled by depth, and fade distortion to zero at shallow edges.

Where the water meets the shore, the reflected sky and the refracted bottom slide apart and objects get a doubled edge. The two contributions must share the surface plane and distortion to stay coherent.

How to fix it

1. Clip at the water plane

Set the planar reflection and the refraction capture to clip exactly at the water surface height so neither pulls in geometry from the wrong side of the plane.

2. Share the distortion

Derive the UV distortion from the same surface normal for both reflection and refraction, scaling it by depth so deep water distorts more and the shoreline stays calm.

3. Fade at shallow edges

Use the depth difference between the water surface and the scene behind it to fade refraction distortion and add shoreline foam where depth is near zero, hiding the seam at the waterline.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.