Quick answer: Rebuild the project modules from your IDE (or let the editor rebuild when prompted on a source build), and make sure everyone on the team builds after pulling engine or code changes.
This dialog is UE saying your compiled game modules are stale for this engine. 'Yes' to rebuild only works with the toolchain installed; otherwise you build explicitly. Here is the reliable path.
How to fix it
1. Rebuild from the IDE
Right-click the .uproject > Generate project files, open the solution, and Build (Development Editor | Win64) — the explicit build shows real compile errors that the dialog's silent failure hides.
2. Install the matching toolchain
The rebuild fails without the right Visual Studio components (Game development with C++, the engine-matching MSVC and Windows SDK) — check UE's platform setup docs for your version.
3. After engine upgrades, expect a full rebuild
Switching engine versions invalidates every module including plugins; upgrade plugin sources or remove incompatible ones from the .uproject before rebuilding.
4. Never commit Binaries as truth
Teams should build locally (or distribute via CI artifacts) — committed stale binaries reproduce this dialog on every machine that pulls.
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.