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

On this page, we get you up and running with Sentry's SDK.

Don't already have an account and Sentry

projectRepresents your service in Sentry and allows you to scope events to a distinct application.
established? Head over to sentry.io, then return to this page.

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 install the SDK, download the most up-to-date sources from the Releases page and add them to your

projectRepresents your service in Sentry and allows you to scope events to a distinct application.
's Plugins directory. On the next project launch, UE will prompt you to build the Sentry and SentryEditor modules.

Alternatively, the Sentry SDK can be downloaded via the standard installation process from its UE Marketplace page within the Epic Games Launcher.

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):

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

Configure

The minimum configuration required is the DSN of your

projectRepresents your service in Sentry and allows you to scope events to a distinct application.
:

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https://examplePublicKey@o0.ingest.sentry.io/0

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

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:

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#include "SentrySubsystem.h"

void Verify()
{
    // Capture message
    USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem<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

projectRepresents your service in Sentry and allows you to scope events to a distinct application.
. 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!) or suggesting an update ("yeah, this would be better").