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Add support for printing crash stack traces to the game log (Microsoft) #1177
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# Conflicts: # CHANGELOG.md
…ry-unreal into feat/crash-logs-microsoft
# Conflicts: # plugin-dev/Source/Sentry/Private/Windows/WindowsSentrySubsystem.cpp
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plugin-dev/Source/Sentry/Private/Microsoft/MicrosoftSentryCrashLogger.cpp
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plugin-dev/Source/Sentry/Private/Microsoft/MicrosoftSentryCrashLogger.cpp
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sample/Source/SentryPlayground/SentryPlaygroundGameInstance.cpp
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mujacica
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Dec 22, 2025
This was referenced Dec 22, 2025
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This is a follow-up PR for #1170 that enables printing crash stack traces to the game log for all Microsoft platforms (Windows, Xbox).
The Windows-specific crash logger implementation which performs stack walking on a separate thread to avoid issues with memory allocations during certain crash types (e.g. stack overflows or memory corruption) has been moved to the
Microsoftsubdirectory. The internal APIs it relies on are also supported on Xbox so there is no need to duplicate this largely generic code forXSXandXB1targets.Unlike on Windows, the Xbox platform-specific implementation of
FPlatformStackWalk::StackWalkAndDumpignores the crash context input parameter and always performs stack walking for the current calling thread (which in this case is the logger thread). This results in an irrelevant call stack being captured. To work around this,PlatformStackWalk::CaptureThreadStackBackTraceis used instead and the captured frames are then manually converted into human-readable strings before flushing the logs.Related issues: