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Configure stack trace rules for Unreal Engine #669
Open
tustanivsky opened this issue
Oct 30, 2024
· 2 comments
· May be fixed by getsentry/sentry#83813 or #744
Open
Configure stack trace rules for Unreal Engine #669
tustanivsky opened this issue
Oct 30, 2024
· 2 comments
· May be fixed by getsentry/sentry#83813 or #744
Comments
With the following issue grouping rules we can remove the client-side logic for cutting off redundant callstack frames while preserving the ability to group Unreal events properly:
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Here's a PR that sets the above rules as default at Sentry - getsentry/sentry#83813 |
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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:
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):The text was updated successfully, but these errors were encountered: