diff --git a/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py b/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py
index f56f5ea9cac4..ff1c4030b38f 100644
--- a/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py
+++ b/Engine/Extras/LLDBDataFormatters/UEDataFormatters_2ByteChars.py
@@ -32,7 +32,7 @@ def UETCharSummaryProvider(valobj,dict):
         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 @@ def UETCharSummaryProvider(valobj,dict):
             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 --git a/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp b/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp
index ca5f4b5fb5ff..a436a624d5b7 100644
--- a/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp
+++ b/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp
@@ -299,6 +299,9 @@ bool FLinuxPlatformApplicationMisc::InitSDL()
 		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"))
 		{
diff --git a/Setup.bat b/Setup.bat
index 34e1cea1e7d2..16bfbe803ac1 100755
--- a/Setup.bat
+++ b/Setup.bat
@@ -28,7 +28,7 @@ start /wait Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe /quiet /norestart
 
 rem Register the engine installation...
 if not exist .\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe goto :no_unreal_version_selector
-.\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe /register
+.\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe /register /unattended
 :no_unreal_version_selector
 
 rem Done!
diff --git a/Setup.sh b/Setup.sh
index f91a96aaac6b..12897001c96b 100755
--- a/Setup.sh
+++ b/Setup.sh
@@ -80,7 +80,7 @@ else
 	echo Register the engine installation...
 	if [ -f Engine/Binaries/Linux/UnrealVersionSelector-Linux-Shipping ]; then
 		pushd Engine/Binaries/Linux > /dev/null
-		./UnrealVersionSelector-Linux-Shipping -register > /dev/null &
+		./UnrealVersionSelector-Linux-Shipping -register -unattended > /dev/null &
 		popd > /dev/null
 	fi
 
