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6 changes: 0 additions & 6 deletions docs/platforms/unreal/configuration/options.mdx
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Expand Up @@ -186,10 +186,4 @@ A number between `0` and `1`, controlling the percentage chance a given transact

A function responsible for determining the percentage chance a given transaction will be sent to Sentry. It will automatically be passed information about the transaction and the context in which it's being created, and must return a number between `0` (0% chance of being sent) and `1` (100% chance of being sent). Can also be used for filtering transactions, by returning 0 for those that are unwanted. Either this or <PlatformIdentifier name="traces-sample-rate" /> must be defined to enable tracing.

<Alert>

Currently, there is no support for sampling functions on Windows or Linux (<PlatformIdentifier name="traces-sampler" />).

</Alert>

</ConfigKey>
6 changes: 0 additions & 6 deletions docs/platforms/unreal/tracing/index.mdx
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Expand Up @@ -22,12 +22,6 @@ First, enable tracing and configure the sample rate for transactions. Set the sa

The two options are meant to be mutually exclusive. If you set both, <PlatformIdentifier name="traces-sampler" /> will take precedence.

<Alert>

Currently there is no support for sampling functions on Windows/Linux (<PlatformIdentifier name="traces-sampler" />).

</Alert>

<PlatformContent includePath="performance/configure-sample-rate" />

Learn more about tracing <PlatformLink to="/configuration/options/#tracing-options">options</PlatformLink>, how to use the <PlatformLink to="/configuration/sampling/#setting-a-sampling-function">TracesSampler</PlatformLink> function, or how to <PlatformLink to="/configuration/sampling/#sampling-transaction-events">sample transactions</PlatformLink>.
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Expand Up @@ -7,7 +7,7 @@ class USomeTraceSampler : public USentryTraceSampler
public:
virtual bool Sample_Implementation(USentrySamplingContext* samplingContext, float& samplingValue) override
{
const FString& gameMode =
const FSentryVariant& gameMode =
*samplingContext->GetCustomSamplingContext().Find("GameMode");

if (gameMode.Equals(TEXT("ranked")))
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