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| title: Installation Recommendations | ||
| description: "Learn more about choosing the right installation for Unreal Engine." | ||
| sidebar_order: 8000 | ||
| --- | ||
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| ## Installation Recommendations: GitHub Releases or Fab | ||
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| <Note> | ||
| While Unreal Engine uses "plugins", we will refer to the Sentry support we offer within Unreal Engine as the Sentry Unreal Engine SDK. | ||
| </Note> | ||
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| There are three common ways to install an SDK to use with Unreal Engine: | ||
| 1. Install from the [Epic Games Fab](https://www.fab.com/) ([formerly known as the marketplace](https://www.unrealengine.com/en-US/blog/fab-epics-new-unified-content-marketplace-launches-today)) | ||
| 2. Download a pre-built SDK that you install (e.g. from a [GitHub Releases page](https://github.com/getsentry/sentry-unreal/releases)) | ||
| 3. Clone and build the SDK yourself and install | ||
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| Being [Fair Source](https://fair.io/), Sentry offers all three for you to be able to get the insights only Sentry can provide. However, each has it's own limitations. | ||
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| ### Overview of SDK Versions | ||
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| | Feature | Fab | GitHub Releases | Build Yourself | | ||
| |----------------------------|---------------------|-----------------|----------------| | ||
| | Supported engine versions | 5.1 and newer | 4.27 and newer | 4.27 and newer | | ||
| | Supported UE project types | Blueprint and C++ | C++ only | C++ only | | ||
| | Backend (Windows) | Breakpad | Crashpad | Crashpad | | ||
| | `on_crash` hook (Windows) | Not supported | Supported | Supported | | ||
| | Sentry CLI | Manual download | Included | Included | | ||
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| ### Installing from Fab | ||
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| Sentry SDK can be downloaded via the [standard installation process](https://dev.epicgames.com/documentation/en-us/unreal-engine/working-with-plugins-in-unreal-engine#installingpluginsfromtheunrealenginemarketplace) from its [Epic Games Fab page](https://www.fab.com/listings/eaa89d9d-8d39-450c-b75f-acee010890a2). | ||
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| 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. | ||
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| ### Installing from GitHub Releases | ||
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| The [GitHub Releases page](https://github.com/getsentry/sentry-unreal/releases) 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. | ||
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| We recommend using the `github` version which 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 in order to send the crash reports to Sentry. | ||
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| ### Build yourself | ||
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| To get started, we recommend cloning the [Unreal SDK repository](https://github.com/getsentry/sentry-unreal) and running the initialization script: | ||
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| * `./scripts/init.sh` on macOS/Linux | ||
| * `./scripts/init-win.ps1` on Windows | ||
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| <Note> | ||
| Initialization scripts require [GitHub CLI](https://cli.github.com/) to be installed. | ||
| </Note> | ||
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| <Note> | ||
| If the initialization script fails due to errors on Windows, check your PowerShell version by printing the built-in variable `$PSVersionTable`. If the version is `5.x`, upgrading to a newer version of [PowerShell](https://github.com/powershell/powershell) may resolve these errors. | ||
| </Note> | ||
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| This script links the checked out version of the plugin (the [plugin-dev](https://github.com/getsentry/sentry-unreal/tree/b67076ad5dc419d46b4be70a0bd6e64c2357a82d/plugin-dev) directory) to the [sample app](https://github.com/getsentry/sentry-unreal/tree/b67076ad5dc419d46b4be70a0bd6e64c2357a82d/sample) and downloads the latest builds of native SDKs from our GitHub CI. | ||
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| 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. | ||
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Nice. This will come in handy soon since we're working on improving our build so users can build our SDK using U reals build system.