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Copy file name to clipboardExpand all lines: src/platform-includes/configuration/config-intro/unreal.mdx
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<Note>
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Not all options can be used on all platforms.
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Different options won't always be compatible with all platforms. Be sure to read the UE editor notices specifying which platforms the specific option works with.
Copy file name to clipboardExpand all lines: src/platform-includes/getting-started-install/unreal.mdx
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The Unreal Engine (UE) SDK is officially supported for the three latest UE versions. However, it is likely to be compatible with older engine versions as well depending on the specific features and functionality that you need.
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To build the SDK, download the latest sources from the [Releases page](https://github.com/getsentry/sentry-unreal/releases) and place it in the project's `Plugins` directory. On the next project launch, UE will prompt to build Sentry module.
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To install the SDK, download the most up-to-date sources from the [Releases page](https://github.com/getsentry/sentry-unreal/releases) and add them to your project's `Plugins` directory. On the next project launch, UE will prompt you to build the Sentry module.
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<Note>
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Currently, this method is available only for C++ UE projects. Blueprint projects can be converted to a C++ one by adding an empty class using the editor.
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</Note>
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After the successful build, in the editor navigate to the **Settings > Plugins > Code Plugins** menu and check whether the Sentry plugin is enabled:
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<Note>
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The [Releases page](https://github.com/getsentry/sentry-unreal/releases) provides two plugin packages: `github` and `marketplace`. The key difference between the two is the crash capturing backend, which is used under the hood on Windows.
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We recommend using the `github` version which uses `Crashpad`, an out-of-proc handler that sends the crash report right away. The `marketplace` version relies on `Breakpad`, an in-proc handler which requires the UE application or game to be relaunched in order to send the crash report to Sentry.
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</Note>
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Alternatively, the Sentry SDK can be downloaded via the [standard installation process](https://docs.unrealengine.com/5.2/en-US/working-with-plugins-in-unreal-engine/#installingpluginsfromtheunrealenginemarketplace) from its UE Marketplace page within the Epic Games Launcher.
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<Note>
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This method is recommended only for Blueprint UE projects. If you already have a C++ UE project or don't mind converting an existing Blueprint UE project to a C++ one, consider downloading the plugin from GitHub instead.
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</Note>
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To make sure the Sentry plugin has been enabled after installation has been completed, go to the editor and navigate to the **Settings > Plugins > Code Plugins** menu and check for the installation.
Copy file name to clipboardExpand all lines: src/platform-includes/getting-started-primer/unreal.mdx
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<Alertlevel="warning">
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[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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To automatically capture crashes on Windows with UE 5.1 or older, you have to configure the [Crash Reporter Client](/platforms/unreal/configuration/setup-crashreporter/). Starting from UE 5.2, the provided API allows you to switch between default (CRC) and third-party (Sentry) crash-handling solutions, so the CRC configuration step isn't required. The two are mutually exclusive and can't be used simultaneously.
Copy file name to clipboardExpand all lines: src/platforms/unreal/configuration/debug-symbols.mdx
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description: "Learn how the Unreal Engine SDK handles debug symbols upload."
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---
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Sentry requires [debug information files](/platforms/unreal/data-management/debug-files/) to symbolicate crashes. The Unreal Engine SDK provides an automated upload functionality for those symbol files that rely on the [sentry-cli](/product/cli/). This is done automatically, so running the `sentry-cli` manually isn't required. The symbol upload happens during the execution of `PostBuildSteps`, as specified in the `Sentry.uplugin` file. The `sentry-cli` executables for Windows, macOS, and Linux are included as part of the Unreal Engine SDK package.
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Sentry requires [debug information files](/platforms/unreal/data-management/debug-files/) to symbolicate crashes. The Unreal Engine SDK provides an automated upload functionality for those symbol files that rely on the [sentry-cli](/product/cli/). This is done automatically, so running the `sentry-cli` manually isn't required. The symbol upload happens during the execution of `PostBuildSteps`, as specified in the `Sentry.uplugin` file. The `sentry-cli` executables for Windows, macOS, and Linux are included as part of the Unreal Engine SDK package. They can also be downloaded manually via the settings menu if the plugin was installed from the UE Marketplace.
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<Note>
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The automated debug symbols upload is disabled by default and requires configuration. To configure it, navigate to **Project Settings > Plugins > Sentry**, then enter the [Auth Token](https://sentry.io/orgredirect/organizations/:orgslug/settings/auth-tokens/), Organization Slug, and Project Name. Note, that the Unreal Engine SDK automatically creates a `sentry.properties` file at the root of your project directory to store the configuration. This configuration file should **never** be made publicly available.
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<Note>
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You must configure which build configurations, target types, and platforms Sentry will upload debug symbols for in the "Misc" section of the plugin settings.
Copy file name to clipboardExpand all lines: src/platforms/unreal/configuration/setup-crashreporter.mdx
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---
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Installation of a Sentry SDK is not required in order to capture the crashes of your
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UE4 application or game. Sentry supports the _UE4 Crash Reporter_.
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Unreal Engine application or game, because Sentry supports the _UE Crash Reporter_.
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To integrate your UE4 game or application with Sentry, the following steps are required:
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To integrate your UE game or application with Sentry, the following steps are required:
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1. Include the _UE4 Crash Reporter_to your game or application.
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1. Include the _UE Crash Reporter_in your game or application.
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2. Include Debug information in the crash reports.
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3. Add the Unreal Engine Endpoint to the relevant configuration file.
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4. Upload your games symbols so Sentry can display function names and line numbers.
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5. Optionally enable Event Attachments for your Sentry project.
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4. Upload your games' symbols so Sentry can display function names and line numbers.
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5. Optionally, enable Event Attachments for your Sentry project.
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Below we'll break down each step in detail.
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## UE4 Crash reporter
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## UE Crash Reporter
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The UE4 Crash Reporter is provided out of the box by Epic Games. It is able to collect relevant
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The UE Crash Reporter is provided out of the box by Epic Games. It is able to collect relevant
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information about the crash and send it to a service like Sentry to process.
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Adding it to your game means that in case a crash happens, the following dialog is displayed
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to the user:
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### Include the UE4 Crash Reporter
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### Using the UE Crash Reporter on Windows
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The UE Crash Reporter works if the Sentry SDK is installed. Sentry SDK can help with configuring the UE Crash Reporter, uploading debug symbols, and enriching crash reports with custom data. **Starting from UE 5.2** users have to choose between the two available crash capturing mechanisms - the UE Crash Reporter or the `sentry-native` library that's integrated into the Sentry plugin. By default, the `sentry-native` library is used instead of the UE Crash Reporter. (See "Enable automatic crash capturing (Windows, UE 5.2+)" in the plugin settings.) The two solutions are mutually exclusive and can't be used simultaneously.
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### Include the UE Crash Reporter
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You can add the _Crash Reporter Client_ to your game in your _Project Settings_.
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The simplest way is to search the option: `Crash Reporter`:
The option is also located under _Project > Packaging_ menu, then select _show advanced_ followed by
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checking the box for: `Include Debug Files`.
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and line numbers, the crash itself must be associated with the corresponding debug information first.
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## Configure the Crash Reporter Endpoint
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Now that the _Crash Reporter_ and _Debug Files_ are included, UE4 needs to know where to send the
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crash. For that, we add the Sentry _Unreal Engine Endpoint_ from the _Client Keys_ settings page to game's configuration file. This will
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include which project within Sentry you want to see the crashes arriving in real time.
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That's accomplished by configuring the `CrashReportClient` in the _DefaultEngine.ini_ file. Changing the engine is necessary for this to work.
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Now that the _Crash Reporter_ and _Debug Files_ are included, UE needs to know where to send the
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crash. For that, we need to add the Sentry _Unreal Engine Endpoint_ from the _Client Keys_ settings page to the game's configuration file. This will include whichever project within Sentry you want to see real-time crashes for. That's accomplished by configuring the `CrashReportClient` in the _DefaultEngine.ini_ file. You'll need to change the engine to do this to work.
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Edit the file:
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DataRouterUrl="___UNREAL_URL___"
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```
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<Alertlevel="info"title="Note">
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<Note>
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If a `[CrashReportClient]` section already exists, simply changing the value of `DataRouterUrl`
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is enough.
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</Alert>
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</Note>
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Alternatively, the endpoint can be added automatically to the _DefaultEngine.ini_ file
Navigate to the editor's menu **Project Settings > Plugins > Sentry**, set the Sentry _Unreal Engine Endpoint_ in the corresponding input field, and click the **Update global settings** button to apply changes. The default endpoint value can be restored by clicking the **Reset** button once the _Crash Reporter_ is no longer needed.
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