Unreal Engine
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.
Features:
- 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 (UE 5.2+) 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 Crash Reporter Client provided along with Unreal Engine
- Release health to keep track of crash free users and sessions
Crash Reporter Client 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.
On this page, we get you up and running with Sentry's SDK.
Don't already have an account and Sentry
Install
Sentry captures data by using an SDK within your application’s runtime.
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.
To build the SDK, download the latest sources from the Releases page and place it in the
Plugins
directory. On the next project launch, UE will prompt to build Sentry module.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.
After the successful build, in the editor navigate to the Settings > Plugins > Code Plugins menu and check whether the Sentry plugin is enabled:
To access the plugin API from within C++,
add Sentry
support to the build script (MyProject.build.cs
):
PublicDependencyModuleNames.AddRange(new string[] { ..., "Sentry" });
Configure
The minimum configuration required is the DSN of your
https://examplePublicKey@o0.ingest.sentry.io/0
If you are logged in, you can also go to your project settings and copy its
Sentry can be configured using the Sentry configuration window. The window can be accessed by going to editor's menu: Project Settings > Plugins > Sentry.
By default, the SDK is automatically initialized on application startup. Alternatively, the Initialize SDK automatically
option can be disabled and in this case, explicit SDK initialization is required.
To override SDK settings at runtime, use the InitializeWithSettings
method of the SentrySubsystem
class.
Verify
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:
Learn more about manually capturing an error or message in our Usage documentation.
To view and resolve the recorded error, log into sentry.io and open your
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").
- Package:
- github:getsentry/sentry-unreal
- Version:
- 0.10.0
- Repository:
- https://github.com/getsentry/sentry-unreal