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What's New 2026.4

Last updated on August 19, 2026

Release date: August 10th, 2026

Component versions

The AccelByte Development Toolkit (ADT) 2026.4 main release contains the following component versions:

  • ADT Hub v1.12.0
  • ADT Web v1.37.0
  • ADT Mobile Web v1.3.0.3
  • ADT SDK Unreal/Unity v2.34.0
  • ADT CLI v2.31.0

Release Highlights

Persona Reports — Alpha

Alpha Labs

A new Reports menu is now available in ADT Web, giving teams role-tailored views into game health instead of a single one-size-fits-all dashboard. Persona Reports sits alongside the existing Game Health Overview and is designed for QA leads, developers, and executives/producers who each care about different signals.

note

Persona Reports is an Alpha feature. Enable it from the Labs menu (feature flag adt_persona_reports, off by default).

What's New

  • Three persona-tailored views: QA Report, Developer Report, and Executive/Producer Report.

  • Shared filters across views: date range (7/14/30/90 days or custom), game version, platform, and build.

  • A Health Score (crash-free sessions ÷ total sessions × 100) with a Health Indicator showing whether health is Improving, Stable, or Declining.

  • Milestone Readiness indicator (Red / Yellow / Green) to flag risk ahead of key dates.

  • A "Time Saved by ADT" widget calculated from build download telemetry.

  • Email subscriptions — get any report delivered daily, weekly, or monthly as a plain-text email, with one-click unsubscribe (up to 5 subscriptions per user per namespace).

  • Reports are generated on-demand with a 60-minute cache, so data stays fresh without repeated heavy queries.

What This Means for You

QA leads, developers, and producers no longer need to dig through a shared dashboard to find the metrics that matter to their role — each persona gets a focused view, and milestone readiness and health trends are surfaced automatically. Email subscriptions mean stakeholders can stay informed without logging into ADT Web at all.

How to Try It

  • Open Labs in ADT Web and enable Persona Reports.

  • Go to the new Reports menu.

  • Choose the QA, Developer, or Executive/Producer view and apply filters for date range, version, platform, or build.

  • Review your Health Score, Health Indicator, and Milestone Readiness.

  • Optionally, subscribe to a daily, weekly, or monthly email digest of any report.

Issue Reporter Improvement

Alpha

The in-game Issue Reporter has been significantly upgraded with richer capture tools and AI assistance, making it faster for testers and players to report actionable bugs — and faster for developers to triage them.

note

Issue Reporter Improvement is an Alpha feature. It is currently available for Windows on the UE SDK.

What's New

  • Multi-Screenshot Quick Report — press F8 multiple times to capture up to 5 screenshots in a single report, each with independent annotations.

  • F9 video capture — a 10-second pre-recording buffer runs continuously in the background; pressing F9 seals that buffer and keeps recording for up to 20 more seconds (auto-stopping at the 20-second mark, with pause/resume support in between), producing a clip up to 30 seconds total, hardware-accelerated encoding, and game audio included.

  • Automatic runtime metadata — CPU, RAM, GPU, FPS, and build version are attached to every capture (new extensible JSON schema v2).

  • AI-assisted issue formatting directly in the in-game report popup.

  • AI-generated issue summaries on ADT Hub, produced automatically after a report is ingested.

  • Game-specific context attachment — developers can register a callback to attach custom game state (e.g., camera position, player coordinates) to every capture.

  • New SDK configuration controls let you independently toggle screenshot and video capture; video capture also requires enabling it for the namespace under Labs.

What This Means for You

Bug reports now arrive with far more context — multiple annotated screenshots, a replay of what just happened, runtime stats, and even an AI-written summary — without extra effort from the person reporting the issue. Developers spend less time reproducing issues and more time fixing them.

How to Try It

  • Update your project to the latest UE SDK.

  • In-game, press F8 to capture annotated screenshots, or press F9 to seal the pre-recording buffer and start a video capture — pause/resume as needed, or let it auto-stop after 20 seconds.

  • Submit the report — runtime metadata and any registered game context are attached automatically.

  • On ADT Hub, open the issue to see the AI-generated summary.

Crash Timeline (Breadcrumbs)

Session and crash detail pages now include a Breadcrumbs timeline — a chronological trail of events leading up to (and immediately after) a crash, so you can reconstruct what happened without cross-referencing multiple logs.

What's New

  • Unified timeline with filterable categories: Errors, Warnings, Hitch, Game Events, ADT Activity, and Informational.

  • Keyword search across all breadcrumb entries to quickly find relevant events.

  • Custom filter chips — type a keyword or a key=value pair (e.g. playerId=bob) into the "Add filter" input to build temporary filters; multiple chips can be active at once alongside the standard category checkboxes.

  • Session ID tooltip for quick reference back to the originating session.

  • An "After crash" badge (amber border) clearly marks events that were logged after the crash occurred.

  • Performance graph overlay (Unreal Engine only) — every log entry also appears as a clickable, color-coded pin on the session performance graph; three or more entries within the same second collapse into a single pin with a count badge. Not available for Unity crashes (no timestamps to plot).

What This Means for You

Instead of piecing together separate error, warning, and activity logs, you get a single chronological view of everything leading up to a crash, plus a visual overlay on the performance graph for Unreal Engine projects — making root-cause analysis significantly faster.

How to Try It

  • Open any session or crash detail page.

  • View the new Breadcrumbs timeline, filter by category, or search by keyword.

Unreal Insights Integration — Alpha

Alpha

For studios on Unreal Engine 5.3+, ADT can now automatically capture Unreal Insights traces during gameplay sessions and surface them right on the session detail page — no manual trace setup required.

note

Unreal Insights Integration is an Alpha feature. Requires UE 5.3+ with UE_TRACE_ENABLED. Desktop platforms only (Windows, macOS, Linux) — console (PS5, Xbox) and mobile (iOS, Android) are out of scope for this release.

What's New

  • Disabled by default, opt-in per channel or track. Trace capture must be explicitly enabled in a build's Channel Settings, with an optional per-track override — it does not run for all players unless a studio turns it on for that channel/track.

  • Automatic trace capture at session launch, uploaded alongside the session's other data.

  • Mid-session trace control via the in-game console (Trace.Start, Trace.Stop, Trace.SnapshotFile). Note: traces started mid-session (via Trace.Start) may show "unknown" labels for some events in Unreal Insights, since certain metadata is only emitted at engine init.

  • A new Traces tab on the session detail page, listing each trace's type, time, duration, channels, platform, and size, with a direct download action.

  • Configurable recording channels via a simple tag-input field — defaults to a light profile (CPU, GPU, Frame, Bookmark).

  • Configurable retention — trace files follow their own retention window, separate from sessions and builds, set between 1 and 7 days per studio. Expired traces stay visible on the session page with an "Expired" label but can no longer be downloaded.

  • Trace uploads, downloads, and storage now appear in your namespace's usage stats.

What This Means for You

Performance profiling data is captured automatically as part of normal play sessions, so you can pull up an Unreal Insights trace for any session — including ones that hitched or crashed — without having to reproduce the issue with manual trace recording.

How to Try It

  • In ADT Hub, open your build's Channel Settings (or an individual Track's settings) and enable Trace Capture.

  • Ensure your project is built with UE 5.3+ and UE_TRACE_ENABLED.

  • Optionally configure recording channels and file retention (1–7 days) in the Trace Capture settings — defaults to CPU/GPU/Frame/Bookmark with a 3-day retention.

  • Play a session — a trace is captured automatically and uploaded at session end.

  • Open the session detail page and go to the new Traces tab to download the trace file.

Promote Build to Steam

Alpha

ADT Hub can now publish builds directly to Steam — no more manual SteamCMD and VDF file wrangling. ADT Hub orchestrates SteamCMD locally on your machine using credentials and mappings configured in ADT.

note

Promote Build to Steam is an Alpha feature. This release supports promotion to beta branches only. Promotion must be triggered from ADT Hub running on Windows — macOS Hub can view promotion history but cannot start, retry, or manage promotions in this release. Windows, macOS, and Linux build targets can all be promoted; this restriction is on the machine running Hub, not on the build itself. See the ADT known issues list for an additional current limitation with this feature.

What's New

  • Connect a Steam publishing (bot) account in Namespace Settings → Steam Integration, with credentials stored securely in Vault.

  • Configure your Steam App ID, depot mappings, and track-to-branch mappings in Game Settings → Steam.

  • Set your local SteamCMD path once in Hub Settings → Integrations → SteamCMD.

  • Promote from three entry points: the game-level Promotions menu, the Tracks tab, or the Versions menu.

  • A guided three-step confirmation form: Build and Target, Details, and Review and Confirm.

  • A live progress drawer with a step-by-step timeline and streaming log during upload.

  • Promotion history with status filters — In Progress, Succeeded, Failed, and Uncertain.

  • Only one promotion per project runs at a time; additional requests are queued until the active promotion reaches a terminal state.

What This Means for You

Promoting a build to Steam is now a guided, in-app workflow with full visibility — from prerequisite checks and stale-build warnings through live upload progress and a verifiable result — instead of a manual, error-prone command-line process.

How to Try It

  • In Namespace Settings → Steam Integration, connect your Steam publishing account credentials.

  • In Game Settings → Steam, set your App ID and configure depot and branch mappings.

  • On a Windows machine, set your local SteamCMD path in Hub Settings → Integrations → SteamCMD.

  • From the Tracks, Versions, or Promotions menu, choose Promote to Steam, complete the confirmation form, and enter your Steam Guard code when prompted.

  • Track progress in the live drawer and confirm the result in Promotions history.

Bug Fixes and Improvements

  • Issue Reporter and Framerate Drop Reporter conflict: Fixed an issue where the Issue Reporter did not function correctly while a framerate drop capture was in progress.

  • Screenshot annotations: Fixed an issue where arrow annotations on issue reporter screenshots were stuck at their initial position.

  • ADT Hub auto-update: Fixed an issue where ADT Hub's silent auto-update did not run correctly.

  • CLI error messaging: Improved the error message shown when an invalid game engine path is provided to the CLI.

  • Issue Reporter screenshot capture: Fixed a case where the in-game screenshot capture silently failed to produce an image, requiring a fallback method.

  • PS5 SDK version warning: Fixed a false "SDK version mismatch" warning shown when packaging PS5 builds.

  • PS5 crash on SDK 2.32: Fixed a crash in the SDK's HTTP request path affecting PS5 titles.

  • PS5 SDK 13 support: Added support for PS5 SDK 13.

  • UE 5.7.4 compile warning: Fixed a deprecated-API compile warning (GGPUFrameTime) affecting projects on UE 5.7.4.

  • Test-configuration compile fix: Fixed a compile issue in Test configuration builds caused by code gated behind STATS that wasn't available in that configuration.

  • CI helper download failures: Fixed an issue where CI machines that never launch the full Unreal Editor failed to download the required Blackbox helper executables.

  • ADT Hub drag-and-drop uploads: Fixed an issue where dragging and dropping a build folder or APK onto ADT Hub could fail.

  • Build entry point (.bat) launch: Fixed an issue where builds with a .bat file as their entry point failed to launch from Play in ADT Hub.

  • Windows Firewall prompts: ADT Hub now avoids repeated Windows Firewall/UAC prompts when downloading additional builds to a previously approved directory.

  • Mouse navigation buttons: Added support for mouse back/forward buttons for navigation in ADT Hub.

  • Copy crash/issue URL: Added a copy button for the crash/issue URL on the crash detail page.

  • Downloadable crash dump: Crash details now include a downloadable GPU crash dump file where available.

  • FPS Drop Reporter local queue cleanup: The local queue of unsent framerate-drop reports (screenshots and video clips) now expires after a configurable TTL (default 7 days) and is capped at a configurable total size (default 1 GB), preventing unbounded local disk usage when uploads repeatedly fail.

  • Crash grouping rule validation: Custom crash grouping rules are now validated when saved, so an invalid pattern is rejected up front instead of silently never matching (or, in one case, crashing crash ingestion). Documentation has also been corrected: crash grouping patterns use glob syntax, not regex.

  • Role renaming: ADT roles have been renamed for clarity: User, QA, Developer, and Administrator are now User, Member, Coordinator, and Admin. Members on a Standard license can now view the Health pillar (Dashboard, Crashes, Hitches, Sessions, Issues, User Insights) read-only, matching Coordinator visibility without create/update/delete access.

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.