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Onboarding Wizard for Unreal Engine can be misleading: #82610

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bruno-garcia opened this issue Dec 27, 2024 · 2 comments
Open

Onboarding Wizard for Unreal Engine can be misleading: #82610

bruno-garcia opened this issue Dec 27, 2024 · 2 comments

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@bruno-garcia
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Not clear what artifact to download

We say in the wizard:

Download the latest plugin sources from the Releases page and place it in the project's 'Plugins' directory. On the next project launch, UE will prompt to build Sentry module.

But going to that page I see several artifacts.

It's unclear which one I should download. I can imagine one would understand the numbers refer to the Engine's version. But github vs marketplace is quite confusing to the user.

The copy in the wizard must clarify this.

Simple fix: Update the copy to say: "Select the artifact containing the version of UE you're using and github".

Ideal fix: we should have a selector where the user specifies the version and we build the URL completely.
This way we can capture if an unsupported version is selected, for example.

Debug Information

To get the most out of Sentry, crash reports must include debug information. In order for Sentry to be able to process the crash report and translate memory addresses to meaningful information like function names, module names, and line numbers, the crash itself must include debug information. In addition, symbols need to be uploaded to Sentry.
The option is also located under Project > Packaging; select 'show advanced' followed by checking the box for 'Include Debug Files'.

In case of native it's not just about getting the best out of Sentry. But rather crash reports will be useless without this step. We should be clear about it.

Is the default for this option not to be enabled? I feel this should be done via build warnings (if we can detect that and print a warning) and this entry could be moved into the docs under FAQ or troubleshooting.
The wizard should be as simple as possible.

Also the last section is about Uploading Debug Symbols so it feels redundant to have this option

Crash Reporter Endpoint

Now that the crash reporter and debug files are included, UE needs to know where to send the crash. For that, add the Sentry 'Unreal Engine Endpoint' from the 'Client Keys' settings page to the game's configuration file. This will include which project in Sentry you want to see crashes displayed in. That's accomplished by configuring the CrashReportClient in the DefaultEngine.ini file. Changing the engine is necessary for this to work. Edit the file:

Should we be adding this? I thought on Unreal 5.1 and newer we don't require this, and we prefer users don't use it (and only use our SDK instead)

If so, we can split this into a separate Wizard. As "Unreal Engine Crash Reporter Client".
And have a selector when the user selects Unreal Engine we show the options. SDK (PC/Mobile), CRC (PC only) for example.

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@bruno-garcia
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@tustanivsky fyi

@tustanivsky
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tustanivsky commented Dec 30, 2024

It's unclear which one I should download. I can imagine one would understand the numbers refer to the Engine's version. But github vs marketplace is quite confusing to the user.

Would it make sense to expand on the other installation options available to users in the wizard?

Is the default for this option not to be enabled? I feel this should be done via build warnings (if we can detect that and print a warning) and this entry could be moved into the docs under FAQ or troubleshooting.

We can remove mentioning this option entirely as it's not required anymore and leave only the Uploading Debug Symbols section.

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