UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
CrashDescription.cpp File Reference

Classes

class  CrashDescriptionInternal::FAnalyticsJsonWriter
 

Namespaces

namespace  CrashDescriptionInternal
 

Typedefs

typedef TCondensedJsonPrintPolicy< TCHARCrashDescriptionInternal::FPrintPolicy
 

Functions

void SendPreUploadEnsureAnalytics (const TArray< FAnalyticsEventAttribute > &InCrashAttributes)
 
void SendPreUploadCrashAnalytics (const TArray< FAnalyticsEventAttribute > &InCrashAttributes)
 
void SendPostUploadEnsureAnalytics (const TArray< FAnalyticsEventAttribute > &InCrashAttributes)
 
void SendPostUploadCrashAnalytics (const TArray< FAnalyticsEventAttribute > &InCrashAttributes)
 

Function Documentation

◆ SendPostUploadCrashAnalytics()

void SendPostUploadCrashAnalytics ( const TArray< FAnalyticsEventAttribute > &  InCrashAttributes)

@EventName CrashReportClient.ReportCrashUploaded

@Trigger Sends after the CrashReportClient successfully uploads a crash report.

@Type Client @Owner Wes.Hunt

@EventParam Result - If the HTTP end point could successfully be reached @EventParam ResponseCode - HTTP Response code from the end point. @EventParam Duration - Time to compress and send request. @EventParam PayloadSize - Compressed size of payload (attached files)

◆ SendPostUploadEnsureAnalytics()

void SendPostUploadEnsureAnalytics ( const TArray< FAnalyticsEventAttribute > &  InCrashAttributes)

@EventName CrashReportClient.ReportEnsureUploaded

@Trigger Sends after the CrashReportClient successfully uploads an ensure (a non-fatal error NOT a crash) report.

@Type Client @Owner Wes.Hunt

@EventParam Result - If the HTTP end point could successfully be reached @EventParam ResponseCode - HTTP Response code from the end point. @EventParam Duration - Time to compress and send request. @EventParam PayloadSize - Compressed size of payload (attached files) @EventParam ReportCount - Number of reports uploaded (if more than one above values are accumulative or last observed)

◆ SendPreUploadCrashAnalytics()

void SendPreUploadCrashAnalytics ( const TArray< FAnalyticsEventAttribute > &  InCrashAttributes)

@EventName CrashReportClient.ReportCrash

@Trigger Sends just before the CrashReportClient attempts to upload a crash report

@Type Client @Owner Wes.Hunt

@EventParam bHasPrimaryData - Whether the crash loaded data successfully from a crash context or legacy metadata file that was saved by the crashed process ("true" or "false") @EventParam CrashVersion" - Describes the version of the crash data pipeline we used on the client side (1 = Legacy metadata based, 2 = unused, 3 = New crash context based) @EventParam CrashGUID - GUID for this event generated by the crashed process (e.g. Windows format is UECC-Windows-1F07494140C2669B52AC96A1C4D20F83_0000 with the last four digits representing the index of event within a single session) @EventParam PlatformCallbackResult - Platform-specific UE Core value. (integer) @EventParam GameName - The name of the game that crashed from FApp::GetProjectName(). (e.g. UE-QAGame) @EventParam EngineVersion - The engine version of the crashed process from FEngineVersion::Current(). (e.g. 4.13.1-3142249+++UE+Release-4.13) @EventParam CrashReportClientVersion - CrashReportClient version, set in its config. (e.g. "1.0.0") @EventParam LoginID - Unique string associated with the login account of the current machine from FPlatformMisc::GetLoginId(). @EventParam UserName - Username of the user of the process that crashed from FPlatformProcess::UserName(). @EventParam EpicAccountId - Epic account ID for the user who last used the Launcher on this machine. @EventParam Platform - Detailed platform name string. (e.g. "Win64 [Windows 7 Service Pack 1 64b]") @EventParam TimeOfCrash - Time in UTC that the crash was read by the Crash Report Client in raw ticks (e.g. "636153351834530000", ticks are 100-nanosecond intervals that have elapsed since 12:00:00 midnight, January 1, 0001) @EventParam EngineMode - The type of process that crashed ("Commandlet", "Game", "Editor" or "Server") @EventParam EngineModeEx - The "vanilla" status of the engine, whether it's a totally standard, unmodified Epic-distributed build. ("Unset", "Vanilla" or "Dirty") @EventParam AppDefaultLocale - The ICU default locale string or "en" if ICU is not enabled. @EventParam UserActivityHint - Application-specific user activity string, if set in the crashed process. The meaning is game/app-specific. @EventParam GameSessionID - Application-specific session Id, if set in the crashed process. @EventParam PCallStackHash - The hash of the portable callstack @EventParam CrashSignal - The signal that was raised to enter the crash handler @EventParam DeploymentName - Deployment name, also known as EpicApp. (e.g. "DevPlaytest", "PublicTest", "Live", etc) @EventParam EngineData - Json object containing any context that had been added to the crash context using FGenericCrashContext::SetEngineData. @EventParam GameData - Json object containing any context that had been added to the crash context using FGenericCrashContext::SetGameData.

◆ SendPreUploadEnsureAnalytics()

void SendPreUploadEnsureAnalytics ( const TArray< FAnalyticsEventAttribute > &  InCrashAttributes)

@EventName CrashReportClient.ReportEnsure

@Trigger Sends just before the CrashReportClient attempts to upload an ensure (a non-fatal error NOT a crash) report

@Type Client @Owner Wes.Hunt

@EventParam bHasPrimaryData - Whether the crash loaded data successfully from a crash context or legacy metadata file that was saved by the crashed process ("true" or "false") @EventParam CrashVersion" - Describes the version of the crash data pipeline we used on the client side (1 = Legacy metadata based, 2 = unused, 3 = New crash context based) @EventParam CrashGUID - GUID for this event generated by the crashed process (e.g. Windows format is UECC-Windows-1F07494140C2669B52AC96A1C4D20F83_0000 with the last four digits representing the index of event within a single session) @EventParam PlatformCallbackResult - Platform-specific UE Core value. (integer) @EventParam GameName - The name of the game that crashed from FApp::GetProjectName(). (e.g. UE-QAGame) @EventParam EngineVersion - The engine version of the crashed process from FEngineVersion::Current(). (e.g. 4.13.1-3142249+++UE+Release-4.13) @EventParam CrashReportClientVersion - CrashReportClient version, set in its config. (e.g. "1.0.0") @EventParam LoginID - Unique string associated with the login account of the current machine from FPlatformMisc::GetLoginId(). @EventParam UserName - Username of the user of the process that crashed from FPlatformProcess::UserName(). @EventParam EpicAccountId - Epic account ID for the user who last used the Launcher on this machine. @EventParam Platform - Detailed platform name string. (e.g. "Win64 [Windows 7 Service Pack 1 64b]") @EventParam TimeOfCrash - Time in UTC that the crash was read by the Crash Report Client in raw ticks (e.g. "636153351834530000", ticks are 100-nanosecond intervals that have elapsed since 12:00:00 midnight, January 1, 0001) @EventParam EngineMode - The type of process that crashed ("Commandlet", "Game", "Editor" or "Server") @EventParam EngineModeEx - The "vanilla" status of the engine, whether it's a totally standard, unmodified Epic-distributed build. ("Unset", "Vanilla" or "Dirty") @EventParam AppDefaultLocale - The ICU default locale string or "en" if ICU is not enabled. @EventParam UserActivityHint - Application-specific user activity string, if set in the crashed process. The meaning is game/app-specific. @EventParam GameSessionID - Application-specific session Id, if set in the crashed process. @EventParam PCallStackHash - The hash of the portable callstack @EventParam CrashSignal - The signal that was raised to enter the crash handler @EventParam DeploymentName - Deployment name, also known as EpicApp. (e.g. "DevPlaytest", "PublicTest", "Live", etc) @EventParam EngineData - Json object containing any context that had been added to the crash context using FGenericCrashContext::SetEngineData. @EventParam GameData - Json object containing any context that had been added to the crash context using FGenericCrashContext::SetGameData.