We become indebted to.
Sorry for the machine translation.
I am creating a PC application using UE4.27.
I would like to implement a function to obtain crash logs when a client or server crashes using the CrashReportClient function.
In CrashReportClient.Build.cs
if (Target.Type == TargetType.Game || Target.Type == TargetType.Client || Target.Type == TargetType.Program)
{
PublicDependencyModuleNames.Add("CrashDebugHelper");
PublicDefinitions.Add("WITH_CRASHREPORTER=1");
}
else
{
PublicDefinitions.Add("WITH_CRASHREPORTER=0");
}
There is a branch like this, but is it designed to not work if the server crashes?
I tried crashing the server.
CrashReportCoreLog: CompressAndSendData compressing 6644 bytes ('/data/LinuxServer/□□□/Saved/Crashes/crashinfo-□□□-pid-XX-XXXXXXXX/Diagnostics.txt')
CrashReportCoreLog: CompressAndSendData compressing 4 bytes ('/data/LinuxServer/□□□/Saved/Crashes/crashinfo-□□□-pid-XX-XXXXXXXX/UE4Minidump.dmp')
CrashReportCoreLog: CompressAndSendData compressing 11783 bytes ('/data/LinuxServer/□□□/Saved/Crashes/crashinfo-□□□-pid-XX-XXXXXXXX/CrashContext.runtime-xml')
CrashReportCoreLog: CompressAndSendData compressing 994142 bytes ('/data/LinuxServer/□□□/Saved/Crashes/crashinfo-□□□-pid-XX-XXXXXXXX/□□□.log')
CrashReportCoreLog: CompressAndSendData compressing 132 bytes ('/data/LinuxServer/□□□/Saved/Crashes/crashinfo-□□□-pid-XX-XXXXXXXX/CrashReportClient.ini')
Logs like this are output
CrashReportCoreLog: OnProcessRequestComplete(), State=SendingFiles bSucceeded=1
is displayed, so it seems that the sending has been completed.
I asked this question because minidump.dmp is 4 bytes and nothing is output.
The basic part of the server is Linux, and C++ (using UFUNCTION Server, etc.) is also used for interfaces.
I don’t know much about server-related processing.
Thank you.