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@@ -70,21 +70,207 @@ To create a `.dSYM` file for a macOS build invoke `RunUAT.command` with the `-En
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Before attempting to use the BugSplat plugin to capture crashes on Mobile, please ensure you've completed the [iOS](https://docs.unrealengine.com/5.0/en-US/setting-up-an-unreal-engine-project-for-ios/) and [Android](https://docs.unrealengine.com/5.0/en-US/android-support-for-unreal-engine/) quickstart guides.
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In order to get function names and line numbers in your iOS crash reports, please make the following changes in the `iOS` section of `Project Settings`.
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To enable crash reporting, ensure the `Enable iOS Crash Reporting` and `Enable Android Crash Reporting` options are selected. Also, ensure that `Enable Automatic Symbol Uploads` is checked so that your crash reports contain function names and line numbers.
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#### iOS
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> [!NOTE]
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> The Unreal iOS project's build process includes a `Build Phase called Generate dSYM for archive, and strip`, which executes after the Unreal PostBuildSteps. However, this Build Phase must complete before the `dSYM` file (debug symbols) is generated. Due to this timing, BugSplat cannot upload the `dSYM` immediately during the initial build. Instead, BugSplat will upload the `dSYM` during the next incremental build in Xcode. Alternatively, you can follow the [example](https://github.com/BugSplat-Git/bugsplat-apple/blob/main/Symbol_Upload_Examples/Build-Phase-symbol-upload.sh) in our bugsplat-apple repo to configure a custom Build Phase for symbol uploads.
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To get function names and line numbers in your iOS crash reports, please make the following changes in the `iOS` section of `Project Settings`.
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| Option | Value |
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|--------|-------|
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| Generate dSYMs for code debugging and profiling| true |
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| Generate dSYMs as a bundle for third-party crash tools | true |
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| Support bitcode in shipping | false |
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To enable crash reporting, ensure the `Enable iOS Crash Reporting` and `Enable Android Crash Reporting` options are selected. Also ensure that `Enable Automatic Symbol Uploads` is checked so that your crash reports contain function names and line numbers.
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Note that sometimes iOS applications won't crash while the USB cable is connected. If this happens, disconnect the USB cable and re-run the application to trigger a crash.
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> [!NOTE]
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> The Unreal iOS project's build process includes a `Build Phase called Generate dSYM for archive, and strip`, which executes after the Unreal PostBuildSteps. However, this Build Phase must complete before the `dSYM` file (debug symbols) is generated. Due to this timing, BugSplat cannot upload the `dSYM` immediately during the initial build. Instead, BugSplat will upload the `dSYM` during the next incremental build in Xcode. Alternatively, you can follow the [example](https://github.com/BugSplat-Git/bugsplat-apple/blob/main/Symbol_Upload_Examples/Build-Phase-symbol-upload.sh) in our bugsplat-apple repo to configure your a custom Build Phase for symbol uploads.
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#### Android
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> ![Note]
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> Code is aggressively optimized when building for Android. Oftentimes, Unreal's build process optimizes away code that generates simple errors used in testing. To test a null pointer dereference, you can add the `volatile` keyword to work around compiler optimizations.
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Fatal Errors on Android raise a `SIGTRAP` and require extra configuration so that they can be reported to BugSplat.
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