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Move Unreal Engine SDK installation options to a separate page (#14056)
This PR moves the detailed description of all Sentry Unreal Engine SDK installation options to a dedicated `Installation Methods` page. This simplifies the landing page and lets us clearly highlight the recommended installation method which is downloading the SDK from the GitHub Releases page.
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docs/platforms/unreal/index.mdx

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@@ -15,10 +15,10 @@ Unreal Engine SDK builds on top of other Sentry SDKs and extends them with Unrea
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**Features:**
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- Native support for automatic crash error tracking for
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- Android by using the [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++
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- iOS by using the [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++
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- Windows (UE 5.2+) and Linux by using the [Native SDK](/platforms/native/) to support C and C++ with minidumps
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- macOS by using the [macOS SDK](/platforms/apple/guides/macos/) to support Objective-C, Swift, C and C++
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- Windows (UE 5.2+) and Linux by using the [Native SDK](/platforms/native/) to support C and C++ with minidumps
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- macOS by using the [macOS SDK](/platforms/apple/guides/macos/) to support Objective-C, Swift, C and C++
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- iOS by using the [iOS SDK](/platforms/apple/guides/ios/) to support Objective-C, Swift, C and C++
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- Android by using the [Android SDK](/platforms/android/) to support Java, Kotlin, C and C++
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- Compatible with [Crash Reporter Client](/platforms/unreal/configuration/setup-crashreporter/) provided along with Unreal Engine
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- [PlayStation](/platforms/playstation/), [Xbox](/platforms/xbox/) and [Nintendo Switch](/platforms/nintendo-switch/) support
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- [Release health](/platforms/unreal/configuration/releases/) to keep track of crash free users and sessions
@@ -39,76 +39,16 @@ Sentry captures data by using an SDK within your application’s runtime.
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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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There are three common ways to install an SDK to use with Unreal Engine:
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1. Install from the [Epic Games Fab](https://www.fab.com/) ([formerly known as the marketplace](https://www.unrealengine.com/en-US/blog/fab-epics-new-unified-content-marketplace-launches-today))
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2. Download a pre-built SDK that you install (for example, from a [GitHub Releases page](https://github.com/getsentry/sentry-unreal/releases))
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3. Clone and build the SDK yourself and install
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We recommend downloading the latest plugin sources from the [GitHub Releases page](https://github.com/getsentry/sentry-unreal/releases), but we also support [alternate installation methods](/platforms/unreal/install/).
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While you can use any of the three methods to install Sentry, each has its own limitations, as described below.
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### Overview of SDK Versions
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The table below highlights some key differences between different versions of the SDK:
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| Feature | __GitHub Releases__* | Fab | Build Yourself |
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|----------------------------|----------------------|---------------------|----------------|
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| Supported engine versions | 4.27 and newer | 5.1 and newer | 4.27 and newer |
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| Supported UE project types | C++ only | Blueprint and C++ | C++ only |
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| Backend (Windows) | Crashpad | Breakpad | Crashpad |
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| `on_crash` hook (Windows) | Supported | Not supported | Supported |
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| Sentry CLI ** | Included | Manual download | Included |
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| Fast-fail crash capturing | Supported | Not supported | Supported |
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Legend:
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`*`: Recommended version of the SDK
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`**`: Sentry CLI is a standalone tool that the plugin uses under the hood to automatically upload debug information files upon game build completion.
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### Installing from GitHub Releases (Recommended)
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The [GitHub 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, because it 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 before any crash reports can be sent to Sentry.
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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 and SentryEditor modules.
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To integrate Sentry into your Unreal Engine project using the GitHub package, select the artifact that matches your Unreal Engine version and includes `github` in its name. Place the extracted files in your project's `Plugins` directory. On the next project launch, UE will prompt you to build the Sentry and SentryEditor modules.
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<Alert>
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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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</Alert>
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<Alert>
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To avoid warnings during the build for licensee versions of Unreal Engine, the `EngineVersion` key is not set in the `Sentry.uplugin` for the `github` package.
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</Alert>
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### Installing from Fab
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Sentry SDK can be downloaded via the [standard installation process](https://dev.epicgames.com/documentation/en-us/unreal-engine/working-with-plugins-in-unreal-engine#installingpluginsfromtheunrealenginemarketplace) from its [Epic Games Fab page](https://www.fab.com/listings/eaa89d9d-8d39-450c-b75f-acee010890a2).
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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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### Build Yourself
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To get started, we recommend cloning the [Unreal SDK repository](https://github.com/getsentry/sentry-unreal) and running the initialization script:
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* `./scripts/init.sh` on macOS/Linux
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* `./scripts/init-win.ps1` on Windows
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<Alert>
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Initialization scripts require [GitHub CLI](https://cli.github.com/) to be installed.
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</Alert>
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<Alert>
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If the initialization script fails due to errors on Windows, check your PowerShell version by printing the built-in variable `$PSVersionTable`. If the version is `5.x`, upgrading to a newer version of [PowerShell](https://github.com/powershell/powershell) may resolve these errors.
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</Alert>
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This script links the checked out version of the plugin (the [plugin-dev](https://github.com/getsentry/sentry-unreal/tree/b67076ad5dc419d46b4be70a0bd6e64c2357a82d/plugin-dev) directory) to the [sample app](https://github.com/getsentry/sentry-unreal/tree/b67076ad5dc419d46b4be70a0bd6e64c2357a82d/sample) and downloads the latest builds of native SDKs from our GitHub CI.
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After successful initialization, copy the contents of the `plugin-dev` directory to `<your_project_root>/Plugins/Sentry`. This will allow you to use Sentry in your Unreal Engine project.
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### Confirm Installation
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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.
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![Sentry window](./img/unreal_plugins_window.png)
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---
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title: Installation Methods
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description: "All the installation methods for the Unreal Engine SDK."
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sidebar_order: 2
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---
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There are three common ways to install an SDK to use with Unreal Engine:
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1. Download a pre-built SDK from a [GitHub Releases page](https://github.com/getsentry/sentry-unreal/releases) and install
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2. Install from the [Epic Games Fab](https://www.fab.com/) ([formerly known as the marketplace](https://www.unrealengine.com/en-US/blog/fab-epics-new-unified-content-marketplace-launches-today))
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3. Clone and build the SDK yourself and install
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While you can use any of the three methods to install Sentry, each has its own limitations, as described below.
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## Overview of SDK Versions
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The table below highlights some key differences between different versions of the SDK:
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| Feature | __GitHub Releases__* | Fab | Build Yourself |
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|----------------------------|----------------------|---------------------|----------------|
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| Supported engine versions | 4.27 and newer | 5.1 and newer | 4.27 and newer |
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| Supported UE project types | C++ only | Blueprint and C++ | C++ only |
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| Backend (Windows) | Crashpad | Breakpad | Crashpad |
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| `on_crash` hook (Windows) | Supported | Not supported | Supported |
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| Sentry CLI ** | Included | Manual download | Included |
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| Fast-fail crash capturing | Supported | Not supported | Supported |
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Legend:
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`*`: Recommended version of the SDK
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`**`: Sentry CLI is a standalone tool that the plugin uses under the hood to automatically upload debug information files upon game build completion.
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## Installing from GitHub Releases (Recommended)
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The [GitHub 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, because it 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 before any crash reports can be sent to Sentry.
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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 and SentryEditor modules.
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<Alert>
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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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</Alert>
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<Alert>
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To avoid warnings during the build for licensee versions of Unreal Engine, the `EngineVersion` key is not set in the `Sentry.uplugin` for the `github` package.
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</Alert>
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## Installing from Fab
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Sentry SDK can be downloaded via the [standard installation process](https://dev.epicgames.com/documentation/en-us/unreal-engine/working-with-plugins-in-unreal-engine#installingpluginsfromtheunrealenginemarketplace) from its [Epic Games Fab page](https://www.fab.com/listings/eaa89d9d-8d39-450c-b75f-acee010890a2).
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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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## Build Yourself
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To get started, we recommend cloning the [Unreal SDK repository](https://github.com/getsentry/sentry-unreal) and running the initialization script:
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* `./scripts/init.sh` on macOS/Linux
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* `./scripts/init-win.ps1` on Windows
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<Alert>
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Initialization scripts require [GitHub CLI](https://cli.github.com/) to be installed.
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</Alert>
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<Alert>
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If the initialization script fails due to errors on Windows, check your PowerShell version by printing the built-in variable `$PSVersionTable`. If the version is `5.x`, upgrading to a newer version of [PowerShell](https://github.com/powershell/powershell) may resolve these errors.
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</Alert>
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This script links the checked out version of the plugin (the [plugin-dev](https://github.com/getsentry/sentry-unreal/tree/b67076ad5dc419d46b4be70a0bd6e64c2357a82d/plugin-dev) directory) to the [sample app](https://github.com/getsentry/sentry-unreal/tree/b67076ad5dc419d46b4be70a0bd6e64c2357a82d/sample) and downloads the latest builds of native SDKs from our GitHub CI.
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After successful initialization, copy the contents of the `plugin-dev` directory to `<your_project_root>/Plugins/Sentry`. This will allow you to use Sentry in your Unreal Engine project.
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## Confirm Installation
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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.
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![Sentry window](../img/unreal_plugins_window.png)
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To access the plugin API from within C++,
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add `Sentry` support to the build script (`MyProject.build.cs`):
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```csharp
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PublicDependencyModuleNames.AddRange(new string[] { ..., "Sentry" });
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```

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