Quick answer: Scale the marker by an inverse function of camera distance with min and max clamps so it shrinks with range but never becomes a dot or fills the screen.
A world marker for an objective is the same size whether the target is ten or a thousand meters away, killing the sense of depth. Here is how to fix it.
How to fix it
1. Scale by distance
Compute distance from camera to the target and set the widget scale to referenceDistance / distance so it shrinks as the target gets farther.
2. Clamp the size range
Clamp the resulting scale between a minimum and maximum so distant markers stay legible and very close ones do not balloon over the screen.
3. Fade or cull at extremes
Fade the marker out beyond a max range and skip drawing it when fully occluded or behind the camera, so the HUD does not clutter with far icons.
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.