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Monitor Unreal Engine Game Performance with Application Metrics

Your Unreal game can ship with zero errors and still not feel great. Stutters during combat, a frame-rate cliff on the big boss, rubber-banding in multiplayer, none of it shows up as a crash and none of it shows up in Sentry, leaving you without any visibility into what your players are actually experiencing in the wild. Well, until now. Unreal Engine already gives you plenty of tools to measure game performance and collect runtime stats, but all that data stays on the dev’s machine.

Fixing JavaScript observability, one library at a time

Over the past few weeks, we have been driving a cross-ecosystem effort to replace the “monkey-patching” that powers all JavaScript APM tools today with something built into the runtime. Here is why, how, and where it stands. This applies to server-side JavaScript only (Node.js, Bun, Deno, Cloudflare Workers). Browsers do not have diagnostics_channel and lack the async context propagation primitives needed to polyfill it.

Improved debugging for Expo apps with the React Native SDK

Events from Expo apps account for about 75% of the total event volume we receive from React Native apps. That number made it an easy decision to invest in updates to the Sentry React Native SDK to improve the debugging and performance workflow for your Expo apps. With these updates, you can now.

Introducing Application Metrics: Track the signal, see the spike, jump to the trace

A few weeks ago we had a bug with Session Replay. Replays were failing in some browsers once more than 1,000 video segments loaded. We had no idea how often it happened or who was hitting it, and because the failure didn’t always produce an error, we had no way to find affected users to reproduce it. Before, we could’ve answered this with spans or logs, but it’s clunky — spans are often sampled, so you can miss outliers; logs are less structured and tend to change over time.