Unreal Engine

Configure Sentry with Unreal Engine.


  • Native support for automatic crash error tracking for
    • Android by using the Android SDK to support Java, Kotlin, C and C++
    • iOS by using the iOS SDK to support Objective-C, Swift, C and C++
    • Windows and Linux by using the Native SDK to support C and C++ with minidumps
    • macOS by using the macOS SDK to support Objective-C, Swift, C and C++
  • Compatible with Unreal Engine 5
  • Crash Reporter Client provided along with Unreal Engine

On this page, we get you up and running with Sentry's SDK, so that it will automatically report errors and exceptions in your application.

Don't already have an account and Sentry project established? Head over to sentry.io, then return to this page.


Sentry captures data by using an SDK within your application’s runtime.

The Unreal Engine (UE) SDK is currently compatible with UE 4.27 or later and supports Windows, Linux, macOS, iOS, and Android.

To build the SDK, download the latest sources from the Releases page and place it in the project's Plugins directory. On the next project launch, UE will prompt to build Sentry module.

After the successful build, in the editor navigate to the Settings > Plugins > Code Plugins menu and check whether the Sentry plugin is enabled:

Sentry window

To access the plugin API from within C++, add Sentry support to the build script (MyProject.build.cs):

PublicDependencyModuleNames.AddRange(new string[] { ..., "Sentry" });


The minimum configuration required is the DSN of your project:


Sentry can be configured using the Sentry configuration window. The window can be accessed by going to editor's menu: Project Settings > Plugins > Sentry.

Sentry settings window

Alternatively, the Initialize SDK automatically option can be enabled in order to initialize the SDK on application startup. In this case, explicit SDK initialization won't be required.

To override SDK settings at runtime, use the InitializeWithSettings method of the SentrySubsystem class.


This snippet includes message capturing, so you can test that everything is working as soon as you set it up:

#include "SentrySubsystem.h"

void Verify()
    // Obtain reference to GameInstance
    UGameInstance* GameInstance = ...;

    // Capture message
    USentrySubsystem* SentrySubsystem = GameInstance->GetSubsystem<USentrySubsystem>();
    SentrySubsystem->CaptureMessage(TEXT("Capture message"));

The same result can be achieved by calling corresponding function in blueprint:

Sentry capture message BP

To view and resolve the recorded error, log into sentry.io and open your project. Clicking on the error's title will open a page where you can see detailed information and mark it as resolved.

Help improve this content
Our documentation is open source and available on GitHub. Your contributions are welcome, whether fixing a typo (drat!) to suggesting an update ("yeah, this would be better").