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Unreal Engine plugin docs update #13288
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2 Skipped Deployments
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Bundle ReportChanges will decrease total bundle size by 15 bytes (-0.0%) ⬇️. This is within the configured threshold ✅ Detailed changes
Affected Assets, Files, and Routes:view changes for bundle: sentry-docs-client-array-pushAssets Changed:
view changes for bundle: sentry-docs-server-cjsAssets Changed:
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| <ConfigKey name="attach-game-log"> | ||
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| When enabled, game log file is automatically attached to all events captured if the current build configuration allows logging. |
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| When enabled, game log file is automatically attached to all events captured if the current build configuration allows logging. | |
| When enabled, and when the current build configuration supports logging, the game's log file is automatically attached to all events. |
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| <ConfigKey name="attach-gpu-dump"> | ||
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| When enabled, [Nsight Aftermath](https://developer.nvidia.com/nsight-aftermath) mini-dump file is automatically attached to GPU crash events captured. |
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| When enabled, [Nsight Aftermath](https://developer.nvidia.com/nsight-aftermath) mini-dump file is automatically attached to GPU crash events captured. | |
| When enabled, a [Nsight Aftermath](https://developer.nvidia.com/nsight-aftermath) minidump file is automatically attached to captured GPU crash events. |
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| <Alert> | ||
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| This feature is currently supported only for Nvidia GPUs. |
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| This feature is currently supported only for Nvidia GPUs. | |
| This feature is currently limited to Nvidia GPUs. |
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| These options can be used to hook the SDK in various ways to customize the reporting of events. | ||
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| The callbacks you set as hooks will be called on the thread where the event happened. If the event occurs on a non-game thread during garbage collection the callback will not be invoked. |
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| The callbacks you set as hooks will be called on the thread where the event happened. If the event occurs on a non-game thread during garbage collection the callback will not be invoked. | |
| The hooks you set as callbacks will be called and executed on the same thread where the event happened. Note that if the event occurs on a non-game thread during garbage collection then then callback will not be invoked. |
| virtual USentryBreadcrumb* HandleBeforeBreadcrumb_Implementation(USentryBreadcrumb* Breadcrumb, USentryHint* Hint) | ||
| { |
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| virtual USentryBreadcrumb* HandleBeforeBreadcrumb_Implementation(USentryBreadcrumb* Breadcrumb, USentryHint* Hint) | |
| { | |
| virtual USentryBreadcrumb* HandleBeforeBreadcrumb_Implementation(USentryBreadcrumb* Breadcrumb, USentryHint* Hint) | |
| { |
They should have the same indentation, right?
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| <Alert> | ||
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| To avoid warnings during the build for licensee versions of Unreal Engine, the `EngineVersion` key is not set in the `Sentry.uplugin` for the `github` package. |
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| To avoid warnings during the build for licensee versions of Unreal Engine, the `EngineVersion` key is not set in the `Sentry.uplugin` for the `github` package. | |
| To avoid warnings during the build for license versions of Unreal Engine, the `EngineVersion` key is not set in the `Sentry.uplugin` for the `github` package. |
I might be reading that wrong tho.
This PR introduces the following changes to Unreal SDK docs:
beforeBreadcrumbhook description (Add callback to pre-process breadcrumbs before adding sentry-unreal#814)EngineVersionkey in the plugin's descriptor file for GitHub package