diff -u --recursive UnrealEngine-5.3.1-release/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py UnrealEngine/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py
--- UnrealEngine-5.3.1-release/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py	2023-09-27 09:48:07.000000000 -0400
+++ UnrealEngine/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py	2025-06-19 17:47:01.619969745 -0400
@@ -32,7 +32,7 @@
         if DataVal == 0:
             Val = 'NULL'
         else:
-            Expr = '(char16_t*)(%s)' % Data
+            Expr = '(char16_t*)(%s)' % DataVal
             ValRef = valobj.CreateValueFromExpression('string', Expr)
             Val = ValRef.GetSummary()
     elif Type.IsReferenceType():
@@ -47,6 +47,11 @@
             Expr = '(char16_t*)(%s)' % valobj.GetAddress()
             ValRef = valobj.CreateValueFromExpression('string', Expr)
             Val = ValRef.GetSummary()
+    else:
+        DataVal = valobj.GetValueAsUnsigned(0)
+        Expr = '(char16_t)(%s)' % DataVal
+        ValRef = valobj.CreateValueFromExpression('string', Expr)
+        Val = ValRef.GetSummary()
     return Val
 	
 def UESignedCharSummaryProvider(valobj,dict):
diff -u --recursive UnrealEngine-5.3.1-release/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp UnrealEngine/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp
--- UnrealEngine-5.3.1-release/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp	2023-09-27 09:48:07.000000000 -0400
+++ UnrealEngine/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp	2025-06-19 17:47:01.621969761 -0400
@@ -299,6 +299,9 @@
 		SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_SHOW_CURSOR, "1"); // When relative mouse mode is acive, don't hide cursor.
 		SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "0"); // Don't warp the cursor to the center in relative mouse mode.
 
+		// Unreal does its own dynamic capturing, we don't need SDL to do it.
+		SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
+
 		// If we're rendering offscreen, use the "dummy" SDL video driver
 		if (FParse::Param(FCommandLine::Get(), TEXT("RenderOffScreen")) && !getenv("SDL_VIDEODRIVER"))
 		{
