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Common Issues Concerning CrashSight Integration and Reporting in Windows and Game Engines

TACKLING THE NUANCES OF CRASHSIGHT IN WINDOWS AND VARIOUS GAME ENGINES.

Windows SDK Integration and Reporting

What to check if crashes cannot be reported?

    - Ensure the dll has been properly loaded.

    - Verify that the setTQMConfig function has been executed.

    - Check if the crashes are supported by CrashSight (throw and raise crashes are not supported).

    - Confirm if any TQM Center.exe process is running after initialization.

    - Check if the content of TQM64/GameBabyConfig.dat matches the GameBabyConfig.dat in the same directory as the dll.

    - If no dmp file was generated under TQM64/dump after the crash, check steps 1-3.

    - If a dmp file was generated but no reporting is seen on the "Crash Analysis" page, check steps 4-5.

    - If none of the above applies, add the <LogOutput>appid</LogOutput> configuration to the two configuration files, replacing "appid" with the project appid. Run the app to cause a crash and send the log files in the two GBLog folders to CrashSight developers for manual assistance.

Unity SDK

Why can't C# exceptions be detected and reported after initializing SDK?

    - Check if other logics have registered Application.RegisterLogCallback(LogCallback). You can call the CrashSightAgent.RegisterLogCallback(CrashSightAgent.LogCallbackDelegate) method to replace the registration of log callback.

    - Ensure the SDK component of the corresponding platform has been integrated into the project.

    - Verify if the crashes for testing have been detected by the code.

Unreal SDK

Why isn't FAndroidMisc::RequestExit detected?

    - UE's default handling considers FAndroidMisc::RequestExit as a proper quitting in Android, not a crash. To detect and report it in iOS, edit the UE source code to change the exit call to an abort call. iOS uses abort by default, allowing detection and reporting

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