Skip to content

Configure stack trace rules for Unreal Engine #669

Closed
getsentry/sentry
#85475
@tustanivsky

Description

@tustanivsky

Currently, we're cutting off some redundant stack frames within the SDK to resolve #489 and #514. Enhancing configs here should help us to avoid modifying callstack on Unreal's side of things entirely and mark these frames as such that have to be excluded automatically.

For instance, before #537 the callstack for assertion events on Windows looked like this:

Image

The five topmost frames in the above example (event link 1) reflect a part of UE error processing flow and are always the same for all assertions which lead to invalid issue grouping.

Here's a similar example for Android.

Additionally, capturing simple events (event link 2) via the plugin's API introduces similar problem however this time the topmost frames belong to Sentry SDK itself (i.e. USentrySubsystem, USentrySubsystemDesktop and others):

Image

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    Status

    Done

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions