Sentry Adds Automatic Performance Metrics to Unreal SDK
Sentry's Unreal SDK 1.11.0 now auto-collects FPS, frame time, network health and memory data, giving teams real visibility into live player performance.
An Unreal Engine game can ship crash-free and still feel broken, with stutters, frame drops, or laggy multiplayer sessions invisible to traditional crash reporting. Sentry's Unreal SDK 1.11.0 addresses this with automatic performance metrics that stream FPS, frame time breakdowns (game thread, render thread, GPU time), network health data (bandwidth, packet loss, ping, jitter), and engine-level stats like UObject counts, memory usage, and GC pause duration straight into Sentry.
To avoid overhead, metrics are sampled at tunable intervals—frame time several times per second, slower-changing data like memory and network less frequently. Every metric is tagged with contextual attributes such as GPU model, CPU core count, screen resolution, map name, OS, and release version, and linked to the relevant trace ID, letting engineers jump from a performance spike straight into the full trace and any associated errors.
The feature works across desktop, consoles, and Android, with iOS support on the way. Still experimental and enabled by default in 1.11.0, Sentry is actively gathering community feedback on what additional signals to capture next.