Quick answer: Read the Output (not Error List) for the first real UBT/compiler error, regenerate project files after adding or moving sources, and align toolchain versions with the engine's requirements.

MSB3073 is Visual Studio saying 'UBT failed', nothing more. The Error List misleads; the Output window has the truth. Here is the reading order.

How to fix it

1. Read Output, top down

Switch to the Output panel and find the first error line from UnrealBuildTool or the compiler — everything after (including MSB3073 itself) is a consequence.

2. Regenerate project files

After adding/renaming/moving .h/.cpp files outside the editor, right-click the .uproject > Generate Visual Studio project files — stale projects produce phantom missing-file errors.

3. Check toolchain compatibility

Each engine version supports specific MSVC toolsets and Windows SDKs; a too-new toolset fails oddly — install the documented components via the VS installer.

4. Verify the module rules

New dependencies belong in Build.cs (PublicDependencyModuleNames); missing entries produce unresolved includes/symbols that terminate the build with this wrapper error.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.