I can’t seem to edit so here is an improved breakdown after even further testing and bug experiences.
UE Version: 5.7 (also occurred in 5.6)
Platform: macOS 26.1 (Sequoia), Apple M2 Max, MacBook Pro
Setup: Laptop screen + 2 external monitors (Gigabyte M32U)
Summary
Unreal Editor launches successfully (process runs) but the window is not visible on any display. This occurs after disconnecting external monitors without properly quitting the editor first, or sometimes after adding plugins.
Root Cause
UE stores window positions per-project in ProjectFolder/Saved/Config/MacEditor/. When monitors are disconnected while UE is running or without proper shutdown, these configs retain coordinates for displays that no longer exist. On subsequent launches, macOS cannot position the window, causing it to be invisible despite the editor running normally.
Reproduction Steps
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Open a UE project with multiple monitors connected
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Without quitting UE properly, disconnect external monitor(s)
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Force quit UE or let the system kill it
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Attempt to relaunch the project
Result: Editor process starts but window is not visible on any display.
Workarounds
Quick Fix (Per-Project)
rm -rf "/path/to/YourProject/Saved/Config/MacEditor/"
This forces UE to regenerate window layout configs with current display configuration. But doesn’t always work… Seems to depend on what caused the bug, plugin install vs unplugging monitors etc.
Launch with Logging (Temporary)
/Users/Shared/Epic\ Games/UE_5.7/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor "/path/to/YourProject/YourProject.uproject" -log -stdout
The logging flags alter window initialization timing, which can bypass the issue.
Reset Global Editor Preferences (Last Resorts)
rm -rf "$HOME/Library/Preferences/com.epicgames.UnrealEditor.plist"
rm -rf "$HOME/Library/Application Support/Epic/UnrealEngine/5.7/Saved/Config/Mac/EditorPerProjectUserSettings.ini"
Additional Issue: Crash on Window Refocus
UPDATE: After deleting the MacEditor config folder, I’ve experienced crashes when refocusing the UE window (e.g., switching from browser back to UE).
Crash Location: FMacWindow::ApplySizeAndModeChanges()
Trigger: windowDidBecomeMain: (window gaining focus)
Stack Trace Context: Signal caught during window size/mode application in the Cocoa run loop
This suggests the multi-monitor window management issue runs deeper than just config persistence—there appears to be a fundamental problem with how UE’s macOS window management handles:
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Display configuration changes
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Window bounds calculation for disconnected displays
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Window focus restoration after the display configuration has changed
Logs
When launching with -log -stdout, the editor detects displays correctly:
LogMac: Screen: Built-in Retina Display, Resolution: 1728x1117
LogMac: Screen: Gigabyte M32U (1), Resolution: 1920x1080
LogMac: Screen: Gigabyte M32U (2), Resolution: 1920x1080
LogMac: Found 3 attached monitors.
However, when monitors are disconnected and configs aren’t cleared, the editor launches but the window is positioned at invalid coordinates.
Suspected Code Area
The crash during refocus points to FMacWindow::ApplySizeAndModeChanges() in the engine’s macOS window handling code. This function appears to be attempting to apply window geometry that’s invalid for the current display configuration.
Prevention
Always quit Unreal Editor properly (File → Exit or Cmd+Q) before:
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Disconnecting external monitors
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Putting laptop to sleep with active UE session
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Closing laptop lid with external displays
Request for Epic
This warrants investigation into macOS window handling, specifically:
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Validation of window bounds against current display configuration before applying
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Fallback to primary display if stored coordinates are invalid
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Graceful handling of display configuration changes while editor is running
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Prevention of crashes in FMacWindow::ApplySizeAndModeChanges() when display geometry is invalid
The issue affects workflow significantly for MacBook users who regularly switch between docked and mobile setups.
System Specs:
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MacBook Pro M2 Max (32GB RAM)
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macOS 26.1 (Sequoia, Build 25B78)
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UE 5.7 (also reproducible in 5.6)
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3-display setup: Built-in Retina + 2x Gigabyte M32U (4K)