What's New 2026.4.2
Release date: October 6th, 2026
Component versions
The AccelByte Development Toolkit (ADT) 2026.4.2 patch release contains the following component versions:
- ADT Hub v1.12.2
- ADT Web v1.37.4
- ADT SDK Unreal/Unity v2.34.2
Release Highlights
Manual Crash Merge and Split
New
Automatic crash grouping doesn't always match how your team investigates. You can now merge crash issues that belong to the same investigation, and split out a single crash that was grouped into the wrong issue, in both ADT Hub and ADT Web.
What's New
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Merge Selected: select two or more crash issues from the same game in the crash list and merge them into one. You choose which issue becomes the parent, and there is no limit on how many issues you can merge at once. Merging across different games is not allowed.
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Future crash handling: after each merge, you choose whether new crashes similar to the merged-in issues should keep joining the parent automatically (Yes, merge automatically) or stay separate (No, keep separate). One answer covers every issue in that merge.
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Merged Crash tab: the parent issue's detail page lists every issue currently merged into it, with its events, when it was merged, and whether it still accepts new crashes. Merged-in issues no longer appear as separate rows in the crash list.
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Unmerge: undo a merge from the Merged Crash tab. The issue becomes standalone again and returns to the crash list.
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Split into new issue: pull a single crash event out of an issue it was wrongly auto-grouped into. It becomes its own standalone issue, which you can then merge into the correct issue if needed. The split option is hidden when an issue contains only one crash.
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Nothing is lost: while merged, only the parent's status and Jira link are shown. The merged-in issue's own status and Jira link are kept and reappear automatically if it is ever unmerged.
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Access control: merge, split, and unmerge are available to the Admin and Coordinator roles only. Other roles who can view the issue still see the Merged Crash tab, but not the actions.
What This Means for You
You can group crashes the way your team actually investigates them (for example, several out-of-memory crashes with different triggers under one "runs out of memory over time" issue) and fix bad auto-grouping decisions yourself, without waiting for grouping rule changes.
How to Try It
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Open the crash list for a game in ADT Hub or ADT Web.
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Select two or more crash issues and click Merge Selected.
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Choose the parent issue, review the note about status and Jira links, and answer the future crash question.
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Open the parent issue and go to the Merged Crash tab to review or Unmerge an issue.
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To fix a single miscategorized crash, open the issue, find the crash event, and select Split into new issue.
Transfer Performance
New
ADT Web now shows SmartBuild download and upload performance for your namespace, so you can tell whether a slow build transfer is on the AccelByte side or on your own network without contacting support.
What's New
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A new Transfer Performance page under Settings > Monitoring.
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Summary tiles for Average and P99 download and upload time, each compared with the previous period. P99 represents the worst-case experience: 99% of transfers finished faster than this value.
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A daily Download Time and Upload Time chart showing the average and P99 side by side.
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An auto-generated insight that reads the data for you, for example flagging when slow transfers are isolated to a few individual transfers rather than spread across most days.
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By Network Location breakdown of P99 download time, with outlier locations highlighted. Locations are estimated from network data, and no IP address or email address is shown.
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Date range filter for the last 7, 14, 30, or 90 days.
What This Means for You
When builds feel slow to download or upload, you can check the data yourself: consistently slow transfers across most days point to the delivery path, while isolated spikes or a single slow location usually point to a local network issue.
How to Try It
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Open ADT Web and go to Settings > Monitoring > Transfer Performance.
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Pick a date range and review the summary tiles, chart, and insight.
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Check By Network Location to see whether one location is slower than the others.
Download Logs from the Build Menu
New
ADT Hub now lets you download session logs straight from a build's ... (more actions) menu, without setting up a playtest or navigating to another tab.
What's New
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A Download Logs option in the ... menu on tracks and on builds in My Builds.
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A list of sessions for that build, labeled with session ID and date. Sessions with an available log are selectable; sessions without one are greyed out with a short reason.
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Logs from this machine: download the local log file written when you launched the build.
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Clearer messages when no log is available, for example explaining that Shipping builds usually don't write log files instead of asking you to launch the build again.
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Downloaded log files use a valid default file name and show the download timestamp.
What This Means for You
Sharing a log for a build is now a menu action plus one selection, instead of a multi-step search through playtest sessions.
How to Try It
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Open ADT Hub and find the build in the build list or in My Builds.
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Click ... and select Download Logs.
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Pick a session with an available log, or Logs from this machine, and save the file.
Turn FPS Drop Detection On or Off Mid-Session
New
You can now turn FPS drop (hitch) detection on or off while the game is running, for example when a hitch is already a known issue and you don't want it reported again.
What's New
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Two new Unreal console commands:
BlackBox.DisableFPSDropandBlackBox.EnableFPSDrop. -
The change applies to the current session only. Your ADT Web and SDK configuration are not changed, and the next session uses your configured setting again.
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The console confirms the new state. Turning detection off also discards hitches that were captured but not yet uploaded.
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Available on Windows Development builds. On builds where FPS drop detection isn't available, the command shows a warning instead of silently doing nothing.
What This Means for You
Testers can silence known hitches during a session without changing the game's configuration for everyone else.
How to Try It
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Update your project to ADT SDK v2.34.2.
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During a session, open the Unreal console and run
BlackBox.DisableFPSDropto stop detection, orBlackBox.EnableFPSDropto resume it.
Bug Fixes and Improvements
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Missing crash types: Fixed crashes on PS5 and Windows showing an empty crash type, which also caused them to be hidden when filtering by crash type.
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Log stream 403 errors: Fixed repeated
log stream batch rejected, http status: 403errors in game logs on Windows and consoles. The message is now logged as information, and log streaming stops after three consecutive rejected batches. -
ADT Web build page error 414: Fixed an error 414 when reloading a build detail page after opening several builds.
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Deleting archived channels: Fixed an issue where some archived channels could not be deleted in ADT Hub. When a channel can't be deleted, ADT Hub now explains why.
Known Issues
For the updated list of known issues in ADT components, along with their status and workarounds, refer to the ADT known issues list.