An UnrealEngine plugin for the Sentry crash reporting service (https://github.com/getsentry/sentry-native)
This plugin implements crash handling using sentry. It also exposes blueprint functions to communicate with the native sdk
This plugin is supported on Windows and Linux. For other platforms, the plugin provides a dummy implementation.
the usual environment variables such as SENTRY_DSN
can be used. In addition
command line flags can be used, such as -SENTRY_DSN=https://foo
An .ini file can be used as well. The priority is (lowest to highest):
- Builtin values
- .ini file
- Env var
- command line flag.
The .ini file is DefaultSentry.ini (or other Sentry.ini files according to the usual platform/role precedence of UE4 ini files) under the key following key:
[/Script/SentryClient.SentryClientConfig]
DSN="https://YOUR_KEY@oORG_ID.ingest.sentry.io/PROJECT_ID"
Release="v.0.1.9"
The current list of config keys:
.ini file | Environment variable | Command line flag |
---|---|---|
DSN |
SENTRY_DSN |
-SENTRY_DSN |
Environment |
SENTRY_ENVIRONMENT |
-SENTRY_ENVIRONMENT |
Release |
SENTRY_RELEASE |
-SENTRY_RELEASE |
ConsentRequired |
SENTRY_CONSENT_REQUIRED |
-SENTRY_CONSENT_REQUIRED |
All take a value, such as
export SENTRY_RELEASE=GoldMaster3000
or
SuperDuperGame.exe -SENTRY_ENVIRONMENT=TENTATIVE_DEBUG -SENTRY_CONSENT_REQUIRED=1
For crash handling on Windows, UnrealEngine 5.1 or later must be used. This version allows the plugin to take over crash handling from the engine's own handlers.
For an older engine, a patch needs to be applied to the engine source code.
There is a Pull Request for UnrealEngine which accomplishes this:
https://github.com/EpicGames/UnrealEngine/pull/7976)
If your engine is patched in that way, you can #define HAVE_CRASH_HANDLING_THING 1
in the file SentryClientModule.cpp
The crashpad
backend used for Linux requires C++ runtime to be installed. Use apt install libc++
or similar to install it. Currently the sentry-native
package does not support static linking of
this executable.
The sentry-native sdk is a submodule at SentryClient/Source/ThirdParty/sentry-native
.
The binaries and header are built from this and placed in SentryClient/Binaries/ThirdParty/sentry-native
.
- You may want to update the submodule to a new release tag. Be sure to update the submodule and initialize all submodules recursively.
- You now need to rebuild the binaries and install the sdks in the proper folder.
- Follow the instructions for each platform below
- install to the proper place, e.g.
SentryClient/Binaries/ThirdParty/sentry-native/Win64
The sentry-native SDK uses CMake and this needs to be installed, along with any necessary platform build tools and dependencies, mentioned below.
We build the static version of the sdk, with none
transport, since the plugin provides
its own http transport via the unreal engine.
For windows, we need to build both Crashpad and Breakpad enabled versions of the library since the plugin can select, at compilation time, which backend to use.
A batch file compiling both versions is available at Source/ThirdParty/build_win.cmd
The following are the steps needed to build the crashpad-backend.
We must use the RelWithDebInfo
configuration because the Debug
configuration links with
the Debug windows CRT, which is incompatible with UE. UnrealEngine 4.26 uses VisualStudio 2017 as the official code generator. Newer versions of VisualStudio create code that cannot be linked with an engine built with 2017.
- Install cmake, e.g. using
choco install cmake --installargs 'ADD_CMAKE_TO_PATH=System'
(see https://chocolatey.org/ for the choco installer) - Open a command shell and enter the
Source/ThirdParty/sentry-native
folder - Delete any pre-existing
build-win-crashpad
folder - Run
cmake -G "Visual Studio 17 2022" -A x64 -B build-win-crashpad -DCMAKE_BUILD_TYPE=RelWithDebInfo -DBUILD_SHARED_LIBS=OFF -DSENTRY_TRANSPORT=none
to configure cmake - Run
cmake --build build-win-crashpad --config RelWithDebInfo
to build the binaries (do not specify --parallel, it will only build theDebug
config) - Run
cmake --install build-win-crashpad --prefix ../../../Binaries/ThirdParty/sentry-native/Win64-Crashpad --config RelWithDebInfo
Building Breakpad binaries is similar, but we keep a separate build foler, build-win-breakpad
and install
the binaris in a Win64-Breakpad
folder. This is automatically done as part of the build_win.cmd
script.
This follows much the same steps as above, except that the install
folder should be Linux
instead of Win64
You need a minimum version of CMake 3.12
for this to work. In case of problems running the first
step, try upgrading cmake. We will use the crashpad
backend for linux, instead of the default breakpad
since the
crashpad handler is out of process and uploads immediately, rather than during the next run. This is important for linux servers, particulary in containers, where the server may not be run again in the same place (and thus, the delayed uploading of the crash will not occur.)
Another thing to consider is that for Unreal, you want to be using a Ubuntu-18 / CentOS7 compatible environment
so that you have the same run-time requirements (glibc) as the unreal game you are targetting. For windows users, using a
WSL environment with Ubuntu-18.04 and installing the latest cmake on it will be adequate. A Dockerfile
is supplied which assembles the correct build environment.
- Install compilation prerequisites, such as
build-essential
along with other libs:libz-dev
,libc++-dev
,libc++abi-dev
,clang
,libcurl4-openssl-dev
. This varies according to your distro. SeeCONTRIBUTING.md
insentry-native
for info. cd
toSource/ThirdParty/sentry-native
- Delete any pre-existing
build-linux
folder - Run
cmake -B build-linux -DCMAKE_BUILD_TYPE=RelWithDebInfo -DBUILD_SHARED_LIBS=OFF -DSENTRY_TRANSPORT=none \ -DSENTRY_BACKEND=crashpad \ -DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER="clang++" \ -DCMAKE_CXX_FLAGS="-stdlib=libc++" -DCMAKE_EXE_LINKER_FLAGS="-stdlib=libc++"
- Run
cmake --build build-linux --config RelWithDebInfo --parallel
- Run
cmake --install build-linux --prefix ../../../Binaries/ThirdParty/sentry-native/Linux --config RelWithDebInfo
A shell script which performs the above is available in Source/ThirdParty/build_linux.sh
. To automatically use a custom Docker image for the build tools, use Source/ThirdParty/build_linux_docker.sh
.
Note: the crashpad_handler
requires the libunwind
shared library to be installed on the machine at runtime. You can
install it with something akin to apt install libunwind8
.