No worries.
EOS as far as I know it does it but you have to setup, it doesn’t magically happen.
You can set up custom crash reporting in Unreal by rerouting the built-in CrashReportClient.
The crucial part is configuring the crash reporter and redirecting it to your own endpoint (DataRouterUrl).
After that you need something on the backend to receive and process those reports.
Typically this is an HTTP endpoint that collects minidumps and logs, then parses and categorizes them.
From there you can:
- group crashes
- filter them (cron / workers)
- forward them to Jira or any tracking system
You can build this yourself if you have some web/backend knowledge, but there are already tools that handle most of this (Sentry, Bugsplat, etc.).
There’s also a forum example here:
For minor errors like null logs. What you can do
Shortcut : After game session ends on client, you write a parser for Saved/Logs/Game.log on client. Ship that parser with client. It’s static and it scans all verbose errors, warnings and sends to a server that you setup.
Production : You can setup and Output device to game backend, this batch processes events every 10 seconds, sends back messages if necessary. This would avoid log scanning and would be much more proper.
Or you can manually add the above advised methods as “send message” or “auto message” in scripts which would be much more harder to maintain.