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Unreal Engine plugin documentation update (#7626)
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src/platform-includes/configuration/before-send/unreal.mdx
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```cpp | ||
UCLASS() | ||
class USomeBeforeSendHandler : public USentryBeforeSendHandler | ||
{ | ||
GENERATED_BODY() | ||
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public: | ||
virtual USentryEvent* HandleBeforeSend_Implementation(USentryEvent* Event, USentryHint* Hint) override | ||
{ | ||
UE_LOG(LogTemp, Log, TEXT("Hello from CPP beforeSend handler")); | ||
return Super::HandleBeforeSend_Implementation(Event, Hint); | ||
} | ||
}; | ||
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... | ||
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FConfigureSettingsDelegate SettingsDelegate; | ||
SettingsDelegate.BindDynamic(this, &USomeClass::HandleSettingsDelegate); | ||
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void USomeClass::HandleSettingsDelegate(USentrySettings* Settings) | ||
{ | ||
Settings->BeforeSendHandler = USomeBeforeSendHandler::StaticCLass(); | ||
} | ||
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... | ||
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USentrySubsystem* SentrySubsystem = ...; | ||
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SentrySubsystem->InitializeWithSettings(SettingsDelegate); | ||
``` |
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In order to provide native crash support, the Sentry SDK for Unreal Engine includes platform-specific SDKs, such as [Android](/platforms/android/), [Apple](/platforms/apple/), and [Native](/platforms/native/). Those SDKs share the options with which they get initialized. | ||
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The UE layer self-initializes through the use of the [UGameInstance](https://docs.unrealengine.com/5.2/en-US/API/Runtime/Engine/Engine/UGameInstance/) subsystem. | ||
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<Note> | ||
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Not all options can be used on all platforms. | ||
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</Note> |
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src/platform-includes/enriching-events/scopes/scope-callback-param/unreal.mdx
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Configure Sentry with Unreal Engine. | ||
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<Alert level="warning" title="Warning"> | ||
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This SDK is a preview that packages Sentry's native SDKs into an Unreal Engine plugin. Alternatively, the stable Crash Reporter tool provided by Epic Games can be used in order to capture and alert of errors from your game. | ||
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</Alert> | ||
Unreal Engine SDK builds on top of other Sentry SDKs and extends them with Unreal Engine specific features. It gives developers helpful hints for where and why an error or performance issue might have occurred. | ||
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**Features:** | ||
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- Native support for automatic crash error tracking for | ||
- Android by using the [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++ | ||
- iOS by using the [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++ | ||
- Windows and Linux by using the [Native SDK](/platforms/native/) to support C and C++ with minidumps | ||
- Windows (UE 5.2+) and Linux by using the [Native SDK](/platforms/native/) to support C and C++ with minidumps | ||
- macOS by using the [macOS SDK](/platforms/apple/guides/macos/) to support Objective-C, Swift, C and C++ | ||
- Compatible with Unreal Engine 5 | ||
- [Crash Reporter Client](/platforms/unreal/setup-crashreporter/) provided along with Unreal Engine | ||
- Compatible with [Crash Reporter Client](/platforms/unreal/configuration/setup-crashreporter/) provided along with Unreal Engine | ||
- [Release health](/platforms/unreal/configuration/releases/) to keep track of crash free users and sessions | ||
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<Alert level="warning"> | ||
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[Crash Reporter Client](/platforms/unreal/setup-crashreporter/) has to be configured in order to capture crashes on Windows automatically. This step isn't required starting with UE 5.2 because the engine provides an API, which allows you to switch between default and third-party crash-handling solutions. | ||
[Crash Reporter Client](/platforms/unreal/configuration/setup-crashreporter/) has to be configured in order to capture crashes on Windows automatically with UE 5.1 or older. Starting from UE 5.2, the provided API allows you to switch between default and third-party crash-handling solutions, so this step isn't required. | ||
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</Alert> |
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```cpp | ||
FConfigureSettingsDelegate SettingsDelegate; | ||
SettingsDelegate.BindDynamic(this, &USomeClass::HandleSettingsDelegate); | ||
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void USomeClass::HandleSettingsDelegate(USentrySettings* Settings) | ||
{ | ||
Settings->Environment = FString(TEXT("MyEnvironment")); | ||
} | ||
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... | ||
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USentrySubsystem* SentrySubsystem = ...; | ||
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SentrySubsystem->InitializeWithSettings(SettingsDelegate); | ||
``` | ||
By default, the SDK reports `Editor` when running inside the Unreal Engine Editor. You can also set the default environment to `Release`, `Development`, or `Debug` in your build configuration or override the environment value manually. |
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To configure Unreal to send release information, set the release [during | ||
initialization](/platforms/unreal/setup-crashreporter/#configure-attributes): | ||
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```cpp | ||
TSharedPtr<FJsonObject> config = MakeShareable(new FJsonObject); | ||
config->SetStringField("release", "my-project-name@2.3.12"); | ||
FConfigureSettingsDelegate SettingsDelegate; | ||
SettingsDelegate.BindDynamic(this, &USomeClass::HandleSettingsDelegate); | ||
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void USomeClass::HandleSettingsDelegate(USentrySettings* Settings) | ||
{ | ||
Settings->OverrideReleaseName = true; | ||
Settings->Release = FString(TEXT("MyRelease")); | ||
} | ||
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... | ||
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USentrySubsystem* SentrySubsystem = ...; | ||
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SentrySubsystem->InitializeWithSettings(SettingsDelegate); | ||
``` | ||
By default, the SDK will call `FApp::GetProjectName()` and read the `ProjectVersion` value from `DefaultGame.ini` to create the release in the format `$"{ProjectName}@{ProjectVersion}"`. It's possible to override the release name manually. |
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src/platforms/unreal/setup-crashreporter.mdx → ...eal/configuration/setup-crashreporter.mdx
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