Quick answer: Reconnect the source control provider so check-out works, or if you are not using source control clear the read-only flag on the Content folder and disable the provider in Editor Preferences.
Trying to edit assets, you get “could not be saved, it is read-only” or the editor refuses changes. The files are read-only because the source control integration is not checking them out.
How to fix it
1. Reconnect the provider
Open Source Control settings and verify the Perforce or Git connection succeeds. When connected, editing an asset auto-checks-it-out and clears the read-only flag.
2. Disable SCC if unused
If you do not use source control here, set the provider to None in Source Control settings so Unreal stops expecting check-outs and treats files as writable.
3. Clear read-only flags manually
As a last resort, remove the read-only attribute from the Content folder recursively in your OS so the editor can save, then fix the underlying connection.
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.