
Descrizione
The AccelByte Development Toolkit (ADT) SDK for Unreal is built to help game teams identify, diagnose, and resolve issues faster throughout development and live operations.
By integrating directly into Unreal projects, the SDK enables built-in crash reporting, performance profiling, issue reporting, and pre-crash video capture from live game builds.
This gives developers clear visibility into real-world issues across PC, console, and mobile platforms without the need to build and maintain custom internal tooling.
Collected data is securely sent to the ADT backend, where teams can inspect symbolicated crash reports, review contextual logs and hardware environments, and turn findings into actionable tasks. When used alongside ADT’s build distribution capabilities, teams can shorten feedback loops, iterate more efficiently, and improve overall game stability and quality.
Key Modules & Features:
Crash Reporting & Game Health
Automatic crash capture from Unreal game builds
Fully symbolicated stack traces with logs for effective debugging
Player, hardware, and environment context attached to each crash
Crash grouping and tracking by frequency and impact
10-second video playback to see what happened before a crash
Issue Reporting
Manually or programmatically create issues directly from the game
Attach logs, screenshots, videos, and runtime context
Issues are linked back to crashes and sessions for better traceability
Performance Profiling
Collect runtime performance data from builds
Identify spikes, bottlenecks, and unstable behavior during playtests
Correlate performance issues with hardware, platform, and game version
Player & Environment Context
Identify which users encountered crashes
Track crash history per user or machine
Understand real-world environments where issues occur
The AccelByte Advantage
Designed specifically for Unreal Engine and multi-platform game development.
Go beyond crash dumps with symbolication, logs, videos, and contextual data.
Works for small teams and large studios across multiple platforms.
ADT provides the backend teams to focus on building games, not tooling.
Used by studios shipping and operating live games.
Typical Workflow
Sign up for ADT and create a namespace
Create a game in ADT
Download ADT SDK and CLI
Integrate SDK into the game project
Launch the Game Engine Editor (required helper executables will be fetched automatically if missing)
Create a build version and platform in ADT
Package and upload build
Upload symbols for crash symbolication
Inspect crashes, performance data, and reported issues in ADT
Pricing
SDK is free to download
Requires an ADT account
Usage is billed monthly based on actual usage


