Quick answer: Read the crash callstack, delete the Intermediate, Saved, and DerivedDataCache folders to force a rebuild, and disable the offending plugin by editing the .uproject if needed.

An editor that crashes on launch usually has a poisoned plugin or stale cache, not a broken project. A few resets get you back in. Here is the order to try them.

How to fix it

1. Read the crash callstack

The crash reporter shows a callstack — even a partial one often names a plugin or module. That tells you whether to disable a plugin or chase an asset rather than resetting blindly.

2. Clear cached folders

Close the editor and delete Intermediate, Saved, and DerivedDataCache from the project. They regenerate on next launch and clear corruption that survives between sessions. Regenerate project files afterward for C++ projects.

3. Disable the suspect plugin

If the callstack points at a plugin, open the .uproject in a text editor and set that plugin's Enabled to false (or remove it), then relaunch. A bad third-party plugin is a frequent startup-crash cause.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.