Quick answer: Assign a Data Table of FRichTextStyleRow styles, match tag names to row names exactly, and register any custom decorators the markup uses.

Styled strings like a colored keyword can show up as raw <Red> tags or plain text when the Rich Text Block lacks a style set. Wiring up the style Data Table and matching tag names makes the markup render correctly.

How to fix it

1. Assign a Text Style Set

Set the Rich Text Block's Text Style Set to a Data Table based on RichTextStyleRow, which defines the named styles your markup tags reference.

2. Match tag names to rows

Ensure each tag like <Keyword> in the string has a corresponding row named exactly Keyword in the table; mismatches fall back to default or render as literal text.

3. Register custom decorators

If you use inline images or custom behavior, add the relevant decorator classes to the block's Decorator Classes list so the parser knows how to handle those tags.

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.