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Unreal Engine: Update plugin docs (#14624)
Key Changes: - Updated some C++ examples to use `FSentryVariant` type instead of string (getsentry/sentry-unreal#971) - Added notice about using local scopes on Windows/Linux (getsentry/sentry-unreal#928) - Fixed supported platforms for screenshot feature
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docs/platforms/unreal/enriching-events/breadcrumbs/index.mdx

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@@ -22,7 +22,7 @@ Manually record a breadcrumb:
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```cpp
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USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem<USentrySubsystem>();
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TMap<FString, FString> AdditionalData;
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TMap<FString, FSentryVariant> AdditionalData;
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AdditionalData.Add("SomeKey", "SomeValue");
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SentrySubsystem->AddBreadcrumb("Message", "Category", "Type", AdditionalData, ESentryLevel::Info);

docs/platforms/unreal/enriching-events/context/index.mdx

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@@ -22,7 +22,7 @@ Then, use <PlatformIdentifier name="set-context" /> and give the context a uniqu
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```cpp
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USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem<USentrySubsystem>();
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TMap<FString, FString> ContextData;
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TMap<FString, FSentryVariant> ContextData;
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AdditionalData.Add("Class", "Paladin");
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AdditionalData.Add("Role", "Taunt");
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docs/platforms/unreal/enriching-events/scopes/index.mdx

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## Local Scopes
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We also support pushing and configuring a scope within a single call. This is typically
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called <PlatformIdentifier name="with-scope" />, <PlatformIdentifier name="push-scope" /> or implemented as a function parameter on the capture methods, depending on the SDK. It's very helpful if
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you only want to send data for one specific event.
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We also support pushing and configuring a scope within a single call. This is implemented as a delegate parameter on the capture methods. It's very helpful if you only want to send data for one specific event.
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### Using Scope Callback Parameter
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more easily isolate pieces of context information to specific locations in your code or
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even call `clear` to briefly remove all context information.
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<Alert>
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On Windows and Linux, the scope object that is passed to the callback is empty and doesn't contain any of the current scope data.
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</Alert>
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<Alert title="Important">
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Any exceptions that occur within the callback function for configuring a local scope will not be

platform-includes/enriching-events/attach-screenshots/unreal.mdx

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<Alert>
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Currently, this feature is supported for Windows and Linux only.
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Currently, this feature is not supported on Android.
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</Alert>
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Since the Unreal Engine SDK consists of multiple SDKs, the specific mechanism with which a screenshot is captured will vary depending on where the error originated.
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- On Windows/Linux, errors from within your game will be captured using the Unreal Engine API. This means that screenshots will only contain what's visible within your game. Any overlays on top of your game won't be visible.
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- On Apple/Android, screenshots will be captured using platform APIs. If you're using a native plugin to display an overlay and an error occurs, the SDK will try to capture a screenshot that contains the overlay.
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- On Mac/iOS, screenshots will be captured using platform APIs. If you're using a native plugin to display an overlay and an error occurs, the SDK will try to capture a screenshot that contains the overlay.
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<Alert>
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platform-includes/enriching-events/breadcrumbs/breadcrumbs-example/unreal.mdx

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```cpp
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USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem<USentrySubsystem>();
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TMap<FString, FString> AdditionalData;
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TMap<FString, FSentryVariant> AdditionalData;
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AdditionalData.Add("SomeKey", "SomeValue");
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SentrySubsystem->AddBreadcrumb("Message", "Category", "Type", AdditionalData, ESentryLevel::Info);

platform-includes/enriching-events/set-context/unreal.mdx

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```cpp
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USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem<USentrySubsystem>();
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TMap<FString, FString> ContextData;
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TMap<FString, FSentryVariant> ContextData;
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AdditionalData.Add("Class", "Paladin");
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AdditionalData.Add("Role", "Taunt");
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