feat(state-replay): experimental state-based session replay - #1479
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feat(state-replay): experimental state-based session replay#1479mujacica wants to merge 1 commit into
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…pture + viewer) Adds `USentryStateReplaySubsystem`, a self-contained GameInstance subsystem that streams a structured, AI-parseable snapshot of gameplay state to a local JSONL file each frame — an alternative to the video-based session replay that is CPU -cheap, tiny, and queryable, and works where a GPU video encoder can't ship. Per frame it auto-captures: - local pawn transform + camera POV (loc/rot/fov) - transforms of actors registered via AddTrackedActor (id/tag) - the active UMG widget tree: normalized rects, text, hover/disabled, progress % - perf (fps / frame-time) and a game-state channel (auto entity counts + a SetState/SetStateString API) UI interaction is captured at the Slate level via an input pre-processor, so clicks on Blueprint menu buttons are recorded and resolved to widget names even while gameplay is paused. Gameplay code can push semantic events via AddEvent. Ships a zero-dependency local player (tools/state-replay-player) that reconstructs the session in 3D with low-poly stand-in assets and a player-POV camera (2D top-down fallback), plus a UMG UI overlay, FPS/entity telemetry, a click-to-seek event timeline, and a one-click AI session digest. Scope: local developer/AI-debugging tool. Does not touch the crash pipeline or upload anything (crash-attachment is a deliberate follow-up). Standalone subsystem — not part of the platform interface, so no Null stubs required. Config: Project Settings -> Plugins -> "Sentry State Replay" (disabled by default). Sentry.Build.cs: +UMG, +DeveloperSettings, +InputCore. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Instructions and example for changelogPlease add an entry to Example: ## Unreleased
### Features
- experimental state-based session replay ([#1479](https://github.com/getsentry/sentry-unreal/pull/1479))If none of the above apply, you can opt out of this check by adding |
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Adds
USentryStateReplaySubsystem, a self-contained GameInstance subsystem that streams a structured, AI-parseable snapshot of gameplay state to a local JSONL file each frame — an alternative to the video-based session replay that is CPU -cheap, tiny, and queryable, and works where a GPU video encoder can't ship.Per frame it auto-captures:
UI interaction is captured at the Slate level via an input pre-processor, so clicks on Blueprint menu buttons are recorded and resolved to widget names even while gameplay is paused. Gameplay code can push semantic events via AddEvent.
Ships a zero-dependency local player (tools/state-replay-player) that reconstructs the session in 3D with low-poly stand-in assets and a player-POV camera (2D top-down fallback), plus a UMG UI overlay, FPS/entity telemetry, a click-to-seek event timeline, and a one-click AI session digest.
Scope: local developer/AI-debugging tool. Does not touch the crash pipeline or upload anything (crash-attachment is a deliberate follow-up). Standalone subsystem — not part of the platform interface, so no Null stubs required.
Config: Project Settings -> Plugins -> "Sentry State Replay" (disabled by default).
Sentry.Build.cs: +UMG, +DeveloperSettings, +InputCore.