unreal engine 4.12.5 ui unstable?

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.