Quick answer: Capture crashes from the field with the callstack, include device and GPU context, group by signature, and track per version. Unreal games crash on hardware your dev rig never sees.

Unreal games are demanding and run across varied hardware, so the crashes that matter happen on players' machines, not your high-end dev rig. Here are the best practices for crash reporting in Unreal.

Capture Crashes From the Field With the Callstack

Your dev rig is the least representative hardware, so capture crashes from the field with the callstack automatically, since most crashing players never report. Field capture with the callstack turns the silent crashes on weaker, varied hardware into actionable, rankable data.

Bugnet captures crashes from real Unreal players automatically with callstacks and context. Capturing crashes from the field with the callstack is foundational for Unreal, since the demanding engine produces hardware-specific crashes your dev rig won't reveal.

Include Device and GPU Context Since Crashes Are Often Hardware-Specific

Unreal crashes often tie to specific GPUs, drivers, or memory conditions, so include device, GPU, OS, and version context. For Unreal, the device and GPU information is frequently the key clue to a crash, since the crash pattern is often the hardware pattern.

Bugnet captures device and hardware context with every crash. Including device and GPU context is especially important for Unreal, since its crashes are so often hardware-specific that the hardware information is the key to diagnosing them.

Group by Signature and Track Per Version

Group crashes by signature so duplicates collapse into ranked issues, and track per version so regressions and fixes are visible. Grouping makes volume manageable and prioritized, and per-version tracking catches regressions and verifies fixes on the builds that shipped them.

Bugnet groups crashes by signature, ranks by affected players, and tracks per version. So practice Unreal crash reporting by capturing crashes from the field with the callstack, including device and GPU context, and grouping by signature while tracking per version, seeing the hardware-specific crashes your dev rig can't.

Capture crashes from the field with the callstack, include device and GPU context, group by signature, and track per version. Unreal games crash on hardware your dev rig never sees.