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.
The Unreal SDK’s new automatic performance metrics feature closes this gap by piping FPS, frame time, network health, and other common game telemetry straight to Sentry, so your team gets actionable insight into where performance breaks down, on which hardware, for which players. Pair it with Release & Health and you can watch the performance impact of each release land over time.
A quick note before we dig in: every gamedev has used a profiler at some point. Automatic performance metrics are a different-but-related tool, both go after the same problem at different layers: metrics find where the game is slowing down, profiling explains why.
What Sentry now tracks








