Quick answer: Drive a global wetness scalar that rises while raining and falls while clear, and feed it to roughness, albedo darkening, and normal flattening in the material.
Long after a storm passes, every surface still looks soaked, glossy, and darkened. Wetness needs to be a two-way value that dries back out, not a flag that only ever turns on.
How to fix it
1. Make wetness a decaying scalar
Maintain a 0-1 global wetness parameter (a Material Parameter Collection in Unreal) that you increase while the rain intensity is high and decrease over time once it stops, so surfaces dry gradually.
2. Apply wetness in the material
Use the scalar to lower roughness, darken albedo, and reduce normal strength in puddle-prone areas; as wetness falls these effects fade and the surface returns to its dry appearance.
3. Respect sheltered areas
Mask wetness by whether a surface is exposed to sky (a precomputed occlusion or top-down rain mask) so areas under cover never accumulate wetness and so do not need to dry.
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.