crazyshader / sentry-unreal

Unreal Engine

Home Page:https://docs.sentry.io/platforms/unreal/

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Sentry SDK for Unreal Engine

This project is an SDK for Unreal Engine that wraps different Sentry's SDKs for both desktop and mobile. Also, it has a stable support for the Unreal Engine crash reporter.

Downloads

The SDK can be downloaded from the Releases page, which also lists the changelog of every version.

Supported Platforms and Unreal Engine version

The SDK currently supports and is tested on the following platforms:

  • Windows
  • macOS
  • Linux
  • Android
  • iOS

The SDK complies with three latest engine versions.

Known Limitations

  • On all platforms captured crashes are uploaded to Sentry only after relaunching the crashed app since the in-process breakpad handler cannot do this within the same session. The only exception is Linux for which the out-of-process crashpad handler is used and crashes are uploaded immediately.

  • To automatically capture crashes in Windows game builds that were made using engine versions prior to UE 5.2, the Crash Reporter has to be configured first.

  • Using UGS binaries requires tagging of files to ensure the crashpad_handler.exe and sentry.dll is present. For inclusion in build graph, you'd want something like this:

<Tag Files="#EditorBinaries$(EditorPlatform)" Filter="*.target" With="#TargetReceipts"/>
<TagReceipt Files="#TargetReceipts" RuntimeDependencies="true" With="#RuntimeDependencies"/>
<Tag Files="#RuntimeDependencies" Filter="sentry.dll;crashpad_handler.exe" With="#BinariesToArchive$(EditorPlatform)"/>
  • In order to fix errors during the Android debug symbols upload in UE 5.0 or newer (Windows) the default Android File Server plugin has to be disabled first.

  • To avoid issues with running certain plugin scripts on Windows using PowerShell 7 is recommended.

  • In UE 5.2 or newer game log attached to crashes captured with sentry-native integration instead of crash reporter could be truncated. This is caused by current crashpad behavior which sends crashes to Sentry right away while UE is still about to write some bits of information to the log file.

  • Only crash events captured on Android contain the full callstack. Events that were captured manually won't have the native C++ part there.

Development

Please see the contribution guide.

Resources

  • Documentation
  • Discussions
  • Discord Chat
  • Stack Overflow
  • Twitter Follow

About

Unreal Engine

https://docs.sentry.io/platforms/unreal/

License:MIT License


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