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UnrealEngine: Add CrashType as a tag to allow filtering #38550
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Routing to @getsentry/open-source for triage. ⏲️ |
Routing to @getsentry/owners-native for triage. ⏲️ |
Took some time to look into it a bit. An issue might be that it could override something set in the CrashContext::GameData. |
I think adding that as a new tag might be a way to solve this. |
Hey, just looking for an update since this was tagged In Progress a while ago. |
As far as I can tell, there is some semantic overlap between |
Hey there. Sorry for the lack of updates, I replied to the PR but forgot to comment here. |
Problem Statement
We use a self-hosted Sentry to collect crash reports from UnrealEngine using the CrashReporterClient (and it's been great so far!).
We added various tags through the CrashContext GameData field as suggested here.
However, there is several crash types (from the enum ECrashContextType) which produces CrashReports and we'd like to be able to filter on them (for example,
Stall
are less time critical than crashes).It's not possible to add them to the CrashContext GameData easily so we'd like to look into doing this on the Sentry side.
I'm open to look into this myself but wanted to know if it's something that the sentry team is open to and get some pointer to where to look to implement this.
Solution Brainstorm
This information is present in the
CrashContext.runtime-xml
which is sent with issues to the UE endpoint under the fieldFGenericCrashContext
->RuntimeProperties
->CrashType
.Retrieving this string and adding it as a tag would allow users to filter on it.
I'm unfamiliar with Sentry so I'm not able to propose where this could be done.
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