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Add sample project #64

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41 changes: 14 additions & 27 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -1,34 +1,21 @@
# Visual Studio user specific files
.vs/

# Compiled Object files
*.slo
*.lo
*.o
*.obj

# Precompiled Headers
*.gch
*.pch

# Fortran module files
*.mod
*.smod

# Compiled Static libraries
*.lai
*.la

# Executables
*.out
*.app
*.ipa
# IDEs
.vs
.idea
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
!.vscode/*.code-snippets

# Binary Files
Binaries/*
plugin-dev/Binaries/*

# Compiled source files for the engine to use
Intermediate/*
plugin-dev/Intermediate/*

# plugin-dev link
**/Plugins/sentry

# Other
.DS_Store
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18 changes: 11 additions & 7 deletions CONTRIBUTING.md
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Expand Up @@ -7,19 +7,23 @@ For big feature it's advised to raise an issue to discuss it first.

### Setup Unreal Engine

In order to get the Unreal Engine we recommend using [Epic Games Launcher](https://store.epicgames.com/en-US/download) which allows to download and install specific UE versions and their components. Sentry Unreal is compatible with UE 4.25 and newer. Enabling Android and iOS target platforms support during engine installation will allow using this plugin in mobile applications as well.
In order to get the Unreal Engine we recommend using [Epic Games Launcher](https://store.epicgames.com/en-US/download).
To use the [sample project](./sample), use the UnrealEngine version specified in `EngineAssociation` property in [SentryPlayground.uproject](sample/SentryPlayground.uproject).

### Install the plugin
#### Android build support

> Currently this method is available only for C++ UE projects! Blueprint project can be converted to a C++ one simply by adding an empty class via Editor.
To be able to build for Android, make sure to configure the SDK & NDK according to the [documentation](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/Android/Setup/AndroidStudio/). You will need to install NDK specifically at version 21.1.6352462 with UnrealEngine 4.27.

### First setup

To install the plugin `cd` to UE project root and create a new `Plugins` directory there (`mkdir Plugins`). Then clone the repo into it `cd Plugins`, `[email protected]:getsentry/sentry-unreal.git`. On the next project launch UE will prompt to build SentrySDK module.
> Currently this method is available only for C++ UE projects! Blueprint project can be converted to a C++ one simply by adding an empty class via Editor.

### Configure project
To get started, we recommend running the init script:

Before starting to use Sentry Unreal make sure that the plugin is enabled. In UE editor navigate to `Settings -> Plugins -> Code Plugins` menu and check its status.
* `./scripts/init.sh` on macOS/Linux
* `./scripts/init-win.ps1` on Windows

In order to send events and crash data to Sentry, UE project has to be associated with the corresponding Sentry project first. Open `Settings -> Project Settings -> Plugins -> Sentry SDK` and provide the valid DSN (more info about DSN [here](https://docs.sentry.io/product/sentry-basics/dsn-explainer/)).
This script links the checked out version of the plugin (the [plugin-dev](./plugin-dev/) directory) to the sample app and downloads the latest builds of native SDKs.

## Plugin structure

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76 changes: 76 additions & 0 deletions sample/.gitignore
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@@ -0,0 +1,76 @@
# https://github.com/github/gitignore/blob/main/UnrealEngine.gitignore

# Visual Studio 2015 user specific files
.vs/

# Compiled Object files
*.slo
*.lo
*.o
*.obj

# Precompiled Headers
*.gch
*.pch

# Compiled Dynamic libraries
*.so
*.dylib
*.dll

# Fortran module files
*.mod

# Compiled Static libraries
*.lai
*.la
*.a
*.lib

# Executables
*.exe
*.out
*.app
*.ipa

# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb

# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga

# Binary Files
Binaries/*
Plugins/*/Binaries/*

# Builds
Build/*

# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt

# Don't ignore icon files in Build
!Build/**/*.ico

# Built data for maps
*_BuiltData.uasset

# Configuration files generated by the Editor
Saved/*

# Compiled source files for the engine to use
Intermediate/*
Plugins/*/Intermediate/*

# Cache files for the editor to use
DerivedDataCache/*
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