sentry-unreal
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Support using the latest unreleased version of the repo as a plugin
@vaind Previously, libraries where checked into Git which meant I could for example download main and paste into our depot (And reconcile on Perforce), to get the latest version. Now, the dependencies are part of the packaging job, which I'd missed - So getting latest requires you to download the released version (Or via the Ci Job), there isn't anything indicating how to work from Main for example.
Originally posted by @Edstub207 in https://github.com/getsentry/sentry-unreal/issues/55#issuecomment-1246541676
Compiled dependencies are available as GH Artifacts which means they can only be downloaded by the repo members. Building locally is an option though it's not exactly straightforward. Currently, the best solution I can think of is instructing users to fork the repo+branch they want and let them run CI on their fork. The only thing they would need to set up is a secret to access Unreal docker images. We could even update the CI to automatically skip this step on forks if the secret is not configured.
@vaind Thanks for entering that, worth noting I can access https://github.com/getsentry/sentry-unreal/actions/runs/3051676430 and download artifacts from that - It's more is that the best way to get the libraries or is there a better way to work? Obviously, it's not the plan from my side to use the unreleased version all the time - It's more for testing fixes.
I can access https://github.com/getsentry/sentry-unreal/actions/runs/3051676430
In that case, you can use one of the init scripts, the same way you'd use it as a contributor: https://github.com/getsentry/sentry-unreal/blob/main/CONTRIBUTING.md#first-setup - it's tailored to the sample app but if you have a look at the scripts, they just set up a symlink & download native SDKs & CLIs.
You need to have gh CLI installed and authenticated in order to be able to access the artifacts.
Any follow-up with your experience or the steps you have taken, is highly appreciated, be it here as a comment or in a PR to update the readme.