It looks like the debugger tab is registered on the UAssetEditorUISubsystem::TopRightTabID, but that tab ID is never invoked. Adding ModeUILayerPtr->GetTabManager()->TryInvokeTab(UAssetEditorUISubsystem::TopRightTabID); to FStateTreeEditorModeToolkit::InvokeUI() seems to fix it for me.
void FStateTreeEditorModeToolkit::InvokeUI()
{
if (ModeUILayer.IsValid())
{
TSharedPtr<FAssetEditorModeUILayer> ModeUILayerPtr = ModeUILayer.Pin();
ModeUILayerPtr->GetTabManager()->TryInvokeTab(UAssetEditorUISubsystem::TopLeftTabID);
ModeUILayerPtr->GetTabManager()->TryInvokeTab(UAssetEditorUISubsystem::TopRightTabID);
ModeUILayerPtr->GetTabManager()->TryInvokeTab(UAssetEditorUISubsystem::BottomRightTabID);
}
}
I don’t believe this is fixed in ue5-main