Quick answer: Install or rebuild the plugin for the exact engine version and target platform, or disable it in the .uproject if the project does not actually need it.
This dialog blocks editor startup or packaging when a plugin's DLLs do not exist for what you are building. The fix is matching binaries — or removing the dependency. Here is each route.
How to fix it
1. Match the engine version
Marketplace plugins install per-engine-version; after upgrading, install the plugin for the new version (or copy it to the project and rebuild from source if the author provides it).
2. Rebuild source plugins
Plugins under YourProject/Plugins compile with the project — Generate project files and build; check the plugin's .uplugin whitelists the target platform or packaging will fail even when the editor runs.
3. Disable what you do not use
Edit the .uproject (or Plugins window) and remove the plugin entry — the abandoned-experiment plugin blocking startup is common enough to check first.
4. Beware engine-marked plugins in packaged builds
A plugin enabled but lacking runtime binaries for the shipped platform fails only at packaging or launch — test the packaged game after plugin changes.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.