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Configure stack trace rules for Unreal Engine #669

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tustanivsky opened this issue Oct 30, 2024 · 0 comments
Open

Configure stack trace rules for Unreal Engine #669

tustanivsky opened this issue Oct 30, 2024 · 0 comments

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@tustanivsky
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tustanivsky commented Oct 30, 2024

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

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