@BoredDM_Jake I think it might help you somewhat if you read through the "bughunting" tutorial in my signature, although it will help only indirectly.
The important thing is that there is no random effect in the computer at all - everything that happens is there because somewhere the computer received a command to do this, even if the command itself is wrong or a bug.
And you have to focus and systematically search for it in any way to find it.
The problem we have is that this problem is not consistent and produces no error code - which makes it difficult to hunt down.
That is another reason why I referred you to the tutorial - it can for example be a timing problem (which are explained in more detail in the tutorial), and those can only be found and removed if you as the developer make sure you have your events stable. We on the other hand have no idea if you have fallen into the trap of using too many parallel processes in the rest of your game.
As for the last case with the images:
There are two possibilities that come directly into mind:
1) If the filepath to the project does not follow networking rules, then sometimes the engine can fail to load images. However you should get a message "failed to load xy" in this case.
2) Sometimes the editor itself is slow in updating images. In those cases the engine/project already contains the correct images but the editor still works with the previous version of the same file.
That has to do with the way the editor handles saving the project (which is NOT by regular filesave for good reasons, but creates a few disadvantages). This effect is especially bad if your project is stored in a cloudsync'd folder, because then the cloudsync and the editor save can clash (up to the point of destroying all data in the project if you're really unlucky, has already happened to dozens of users).
Some people save, quit and restart the editor to force an update of those cases. But if you have stored the project in a cloudfolder you should move it elsewhere.