Installation Methods

All the installation methods for the Unreal Engine SDK.

There are three common ways to install an SDK to use with Unreal Engine:

  1. Download a pre-built SDK from a GitHub Releases page and install
  2. Install from the Epic Games Fab (formerly known as the marketplace)
  3. Clone and build the SDK yourself and install

While you can use any of the three methods to install Sentry, each has its own limitations, as described below.

The table below highlights some key differences between different versions of the SDK:

FeatureGitHub Releases*FabBuild Yourself
Supported engine versions4.27 and newer5.1 and newer4.27 and newer
Supported UE project typesC++ onlyBlueprint and C++C++ only
Backend (Windows)CrashpadBreakpadCrashpad
on_crash hook (Windows)SupportedNot supportedSupported
Sentry CLI **IncludedManual downloadIncluded
Fast-fail crash capturingSupportedNot supportedSupported

Legend: *: Recommended version of the SDK **: Sentry CLI is a standalone tool that the plugin uses under the hood to automatically upload debug information files upon game build completion.

The GitHub Releases page 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.

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.

To install the SDK, download the most up-to-date sources from the Releases page 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.

Sentry SDK can be downloaded via the standard installation process from its Epic Games Fab page.

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.

To get started, we recommend cloning the Unreal SDK repository and running the initialization script:

  • ./scripts/init.sh on macOS/Linux
  • ./scripts/init-win.ps1 on Windows

This script links the checked out version of the plugin (the plugin-dev directory) to the sample app and downloads the latest builds of native SDKs from our GitHub CI.

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.

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.

Sentry window

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

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