Migration Guide
Learn more about migrating to the current version.
We recommend using this guide starting from the version closes to your current version which might require scrolling further down before jumping to the latest guide.
Sentry class objects created via NewObject<T> in C++ or ConstructObjectFromClass in Blueprints now require an explicit call to their Initialize method (if available) before use. In Blueprints, it's recommended to use the provided Sentry library functions to create these entities as they automatically call Initialize and return a fully initialized, ready-to-use object.
We cleaned up our public API by removing a few functions and classes to streamline the SDK and remove ambiguities. The following changes were made:
- Removed
USentryIdclass and replaced its usages withFString - Removed
USentrySubsystem::ConfigureScopefunction - Removed
USentryLibrary::StringToBytesArrayfunction - Removed
USentryLibrary::ByteArrayToStringfunction - Removed
USentryLibrary::SaveStringToFilefunction - Removed
USentryScope::SetEnvironmentfunction - Removed
USentryScope::GetEnvironmentfunction - Removed
USentryScope::SetDistfunction - Removed
USentryScope::GetDistfunction
We have reworked the user feedback feature so now it no longer needs to be associated with a specific event and the only required input is the text message. If you were using this functionality in your project consider updating it accordingly:
- Replace
USentryUserFeedbackclass references withUSentryFeedback - Replace
USentrySubsystem::CaptureUserFeedbackfunction usages withUSentrySubsystem::CaptureFeedback - Replace
USentryLibrary::CreateSentryUserFeedbackfunction usages withUSentryLibrary::CreateSentryFeedback
USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem<USentrySubsystem>();
FString Message = TEXT("Feedback message");
FString Name = TEXT("John Doe");
FString Email = TEXT("test@email.com");
FString EventId = TEXT("c3829f10764848442d813c4124cf44a0");
// Submitting user feedback before v1.0.0
USentryUserFeedback* Feedback = NewObject<USentryUserFeedback>();
Feedback->Initialize(EventId);
Feedback->SetName(Name); // optional
Feedback->SetEmail(Email); // optional
Feedback->SetComment(Message); // optional
SentrySubsystem->CaptureUserFeedback(Feedback);
// Submitting user feedback in v1.0.0
USentryFeedback* Feedback = NewObject<USentryFeedback>();
Feedback->Initialize(Message);
Feedback->SetName(Name); // optional
Feedback->SetContactEmail(Email); // optional
Feedback->SetAssociatedEvent(EventId); // optional
SentrySubsystem->CaptureFeedback(Feedback);
The USentrySubsystem::StartTransactionWithContextAndOptions function now takes an FSentryTransactionOptions struct instead of a TMap<FString, FString>, improving clarity and allowing better extensibility in the future.
Also, the USentrySamplingContext class now utilizes FSentryVariant instead of strings for custom sampling context values.
USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem<USentrySubsystem>();
// Starting transaction with context and options before v1.0.0
USentryTransactionContext* TransactionContext = ...
TMap<FString, FString> Options;
Options.Add("key1", "value1");
Options.Add("key2", "value2");
SentrySubsystem->StartTransactionWithContextAndOptions(TransactionContext, Options);
// Starting transaction with context and options in v1.0.0
USentryTransactionContext* TransactionContext = ...
FSentryTransactionOptions Options;
Options.CustomSamplingContext.Add("key1", FSentryVariant("value1"));
Options.CustomSamplingContext.Add("key2", FSentryVariant("value2"));
SentrySubsystem->StartTransactionWithContextAndOptions(TransactionContext, Options);
On Windows and Linux, ToString function of SentryId class now returns the sanitized string that doesn't contain dashes.
With the removal of USentrySubsystem::ConfigureScope global scope values (tags, context, attachments, etc.) should now be configured directly via the subsystem interface.
USentrySubsystem* SentrySubsystem = GEngine->GetEngineSubsystem<USentrySubsystem>();
// Configuring global scope before v1.0.0
SentrySubsystem->ConfigureScope(FConfigureScopeNativeDelegate::CreateLambda([](USentryScope* Scope)
{
Scope->SetTag(...);
Scope->SetContext(...);
Scope->AddAttachment(...);
}));
// Configuring global scope in v1.0.0
SentrySubsystem->SetTag(...);
SentrySubsystem->SetContext(...);
SentrySubsystem->AddAttachment(...);
The Unreal SDK no longer modifies call stacks for assertion events by trimming the topmost frames related to the engine's internal assertion handling logic. This was previously done to work around the case where all assertions were grouped into a single Sentry issue. With this change, issue grouping is now fully handled by the Sentry server.
The
EnvironmentandDistproperties must now be set in the plugin settings and can no longer be modified programmatically via scope configuration.Sentry can no longer be disabled for specific platforms using the
Enable for Build Platform Typesoption in the plugin settings (General -> Misc) or the EnableTargetPlatforms property in the project configuration file.If upgrading from a version prior to 0.9.0 legacy settings
DsnUrl,EnableVerboseLoggingandEnableStackTracewill no longer be read from the project configuration file automatically. Instead, you must re-set them in plugin settings to adopt the new format.On mobile platforms, the default traces sampler will no longer be created automatically. You must now explicitly set the
Traces Samplerproperty in the plugin settings to enable performance monitoring (General -> Performance Monitoring).
The Epic Account Id and Login Id are no longer included in the Crash Info context for crashes captured on Windows and Linux using the default Crash Reporter. These fields are intended for internal use by Epic Games and provide no meaningful value externally.
- Renamed
OnErrordelagate property ofFSentryOutputDeviceErrorclass toOnAssert
To enable capturing editor crashes USentrySubsystem base class has been changed to UEngineSubsystem.
- If you're using the plugin's Blueprint API, you will need to recreate all
Get Sentry Subsystemnodes. - If you're using the plugin's C++ API, update your implementation to access
USentrySubsystemvia theGEnginepointer.
Our documentation is open source and available on GitHub. Your contributions are welcome, whether fixing a typo (drat!) or suggesting an update ("yeah, this would be better").