You know the drill: a crash report lands in your queue with a pristine stack trace pointing at some innocent-looking function and absolutely no clue about what the player was actually doing. Were they mid-boss-fight? Alt-tabbing during a loading screen? Standing perfectly still in the tutorial? QA can’t repro it, the player’s bug report says “game crashed lol,” and you’re left staring at a callstack playing twenty questions with a core dump.
Stack traces tell you where the code died but not always why. Since games tend to be much less deterministic than typical desktop or mobile apps, the “why” often lives in the seconds before the crash.
That’s exactly the gap Session Replay fills. With its new Session Replay support, the Sentry SDK for Unreal Engine can now continuously record the last several seconds of gameplay and attach that clip to the crash report. When the crash lands in Sentry, so does the footage, allowing you to watch what the player saw, right up to the moment things went sideways.
What you get with Session Replay
When a crash with a replay arrives, it shows up on the Replays page linked to the crash event as a playback with the actual rendered frames of your game and a scrubbable timeline of everything important that was going on along the way.











