Quick answer: Open the solution and build manually to see the real compile errors, fix them (or the toolchain), and only then reopen the project through the editor.

This dialog hides the compiler output that would tell you everything. The move is always the same: build from the IDE where errors are visible. Here is the loop.

How to fix it

1. Build manually and read the errors

Generate project files, open the .sln, build Development Editor — the first error is real (missing include, API change after engine upgrade, plugin breakage), and the dialog was just its shadow.

2. Fix engine-upgrade fallout

After upgrading, deprecated APIs and moved headers break compiles; fix per the migration notes, and update or disable third-party plugins built for the old version.

3. Verify the toolchain

No compiler, wrong MSVC version, or missing Windows SDK fails before your code is even considered — the VS installer's 'Game development with C++' workload plus the engine's documented components is the baseline.

4. Reopen only when green

Once the IDE build succeeds, the editor opens normally — using the dialog's own retry loop without seeing errors wastes the afternoon.

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.