Sam Bloomberg

Results 9 comments of Sam Bloomberg

Not sure if it's the exact same issue, but I had a somewhat similar problem with bytecode loading and #200 fixed it for me.

I'm running into the same issue, #130 does fix it for me, but there will likely be impacted performance as a result as after that patch it'll always check for...

I haven't taken a close look at the code (I'm not in a state to do so right now) but from a quick skim this is an interesting approach. Not...

Glad to hear my concern seems to be unfounded, will have to take a closer look when I have a chance.

Seconding this - I imagine that the final URL depends on sentry's processing of the event, but some kind of short link that eventually redirects to the proper location once...

Looks like epic grabbed the required commit on their side: https://github.com/EpicGames/UnrealEngine/commit/8d79c7e26943f5c3c3ad1291db25488215fa8b09 I've updated the review to check for a minimum version of 5.7.

We've noticed an issue where this can get into an infinite loop specifically when sending an event that is _not_ a crash (seems to be an issue with some graphics...

@tustanivsky we actually aren't using this much at the moment, though the general pattern is something like this: ``` int32 Foo = 3; UE_ADD_CRASH_CONTEXT_SCOPE([&](FCrashContextExtendedWriter& Writer) { Writer.AddString(TEXT("FooValue"), *FString::FromInt(Foo)); }); SomethingThatCausesACrash();...

Hm, unfortunately we've now seen the hang caused by the breadcrumbs context even when crashing. So I guess this isn't safe after all.