unreal engine 4.12.5 ui unstable?

i recently got a good uproject that i wanna modify that only works in 4.12.5, problem is that older versions of unreal engine 4 have seamingly unstable ui which makes it impossible to work with anything at all, my question here being if there could be any fixes for this problem since its been a constant annoyance for a long time

Why it only works in 4.12.5 ?

I recently dug out all my ancient projects and migrated them all to 4.27, which is the best unreal version. All worked, had slight problems with Dungeon Architect, but made it.

So if you have plugins only in old version, get C++ and recompile it yourself, to 4.27

And yes there are fixes for 4.12.5 they are 4.13 … 4.14 all up to 4.27

project is in 4.12.5 because its a recreation of a build of a game which used this exact version of unreal engine,

as far as my knowledge goes this version of this game used lighting settings which were removed from unreal engine versions after, i may consider migrating to a new version of ue with the risk that stuff will break, (morely lighting),

but ignoring that which version of ue should i migrate to on which the ui wont be unstable and the lighting settings have not changed that much (so the visuals stay accurate),

4.12.5 had many different things for last time.

Are by any chance referring to unreal changing from Deferred to Forward rendering?
I do not remember state of 4.27 in that area, however unreal 5 has most of those problems fixed.

If you gave description of exact things not working anymore there may be some better reply.

Yellow Rubber Duck made summary:

Feature / Effect Deferred Forward
Screen Space Reflections (SSR) :white_check_mark: :cross_mark:
GBuffer (World Normal, Roughness, etc.) :white_check_mark: :cross_mark:
Advanced Post-Process Effects :white_check_mark: :warning: Limited
Real-time Translucent Shadows :white_check_mark: :cross_mark:
Per-pixel dynamic lighting :white_check_mark: :warning: Limited
Volumetric Fog :white_check_mark: :cross_mark: (older), :warning: (newer)
Material-based stylized shading tricks :white_check_mark: :cross_mark:

state in ue 4.27:

Feature Status in 4.27
Planar Reflections in Forward :white_check_mark: More stable, usable
Pixel Depth Offset in Forward :white_check_mark: Improved support
Custom Depth / Stencil for Outlines :white_check_mark: More reliable
SSR in Forward :cross_mark: Still not supported
GBuffer Access in Forward :cross_mark: Not available
Translucent Shadows in Forward :cross_mark: Still broken/limited
Volumetric Fog :warning: Still tied to deferred
Reflection Capture System :white_check_mark: Performance + quality

really that chatGPT while dumb at coding is great at making nice summaries:

Feature / Effect 4.12 Deferred 5.5 Deferred 5.5 Forward Rendering Notes
GBuffer Access (SceneTexture) :white_check_mark: Full :white_check_mark: Full :cross_mark: Not available Forward rendering still lacks direct GBuffer, limiting advanced FX
SSR (Screen Space Reflections) :white_check_mark: Good quality :white_check_mark: Lumen / SSR :cross_mark: Not supported Lumen is a great SSR alt, but only works in deferred or hybrid modes
Translucent Shadows :warning: Very limited :white_check_mark: Better in deferred :warning: Still limited Forward can fake it with tricks, but no full dynamic translucent shadowing
Volumetric Fog :white_check_mark: Available :white_check_mark: Improved :warning: Still not fully supported Forward still lacks rich volumetric lighting/fog
SceneTexture in Materials :white_check_mark: Usable :white_check_mark: Usable :cross_mark: Not supported SceneTexture nodes disabled in forward — no stylized effects that rely on it
Custom Depth / Stencil :white_check_mark: Supported :white_check_mark: Improved :white_check_mark: Supported Works across both paths, useful for outlines, silhouettes, etc.
Pixel Depth Offset (PDO) :white_check_mark: Deferred only :white_check_mark: Deferred + Forward :white_check_mark: Supported (now) Now works in forward — useful for soft particles, stylized edges
TAA / Anti-Aliasing Options :white_check_mark: TAA + FXAA :white_check_mark: TAA / TSR :warning: MSAA only (by default) Forward lacks TSR/TAA by default, but MSAA can be clean for VR
Dynamic Lighting Scalability :white_check_mark: Limited lights :white_check_mark: With MegaLights :white_check_mark: With MegaLights (exp.) MegaLights in 5.5 improves light count — great step forward
Planar Reflections :white_check_mark: Experimental :white_check_mark: Stable :white_check_mark: Supported Available in forward, though performance-heavy
Stylized / Postprocess-Heavy FX :white_check_mark: Easy via GBuffer :white_check_mark: Best in deferred :cross_mark: Very limited Still a major pain point in forward rendering
Shader Complexity View (debug) :white_check_mark: Full metrics :white_check_mark: Full metrics :cross_mark: Not available Forward rendering lacks in-depth debug views
Lumen Global Illumination :cross_mark: Not available :white_check_mark: Deferred only :warning: Not supported Forward rendering doesn’t support Lumen GI or reflections

and final table:

Lost in 4.12+ Replaced in UE 5.5? How?
SSR in forward :cross_mark: Not yet Only in deferred with Lumen
Full GBuffer access in forward :cross_mark: Still missing Use deferred rendering
Translucent shadows :warning: Partially Improved in deferred, not fixed in forward
Postprocess stylization :warning: Half-fixed CustomDepth + improved PDO, but not full scene-based FX
PDO in forward :white_check_mark: Fixed Now works in both rendering paths
Light count limits :white_check_mark: Improved MegaLights (experimental) lifts limits
Volumetric fog in forward :warning: Still limited Deferred still the way to go for full volumetrics

So after summary spam solution would be. Unreal 5.5.