From ee1e1973303fd44a4efb583af632a785679b3fc5 Mon Sep 17 00:00:00 2001 From: Bobby Galli Date: Tue, 18 Aug 2026 18:14:42 -0400 Subject: [PATCH] docs(unreal): add Nintendo Switch 2 to console section and mirror it to the Unreal Engine doc Rename the plugin doc's "Xbox and PlayStation" section to "Xbox, PlayStation, and Nintendo Switch 2" and list Switch 2 in the paragraph. Copy the same section into the non-plugin Unreal Engine doc, where console support was previously only mentioned in the intro sentence. Co-Authored-By: Claude Opus 5 (1M context) --- .../integrations/game-development/unreal-engine.md | 4 ++++ .../game-development/unreal-engine/unreal-engine-plugin.md | 4 ++-- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/introduction/getting-started/integrations/game-development/unreal-engine.md b/introduction/getting-started/integrations/game-development/unreal-engine.md index fada350..33c5c47 100644 --- a/introduction/getting-started/integrations/game-development/unreal-engine.md +++ b/introduction/getting-started/integrations/game-development/unreal-engine.md @@ -128,6 +128,10 @@ You will need to configure [bugsplat-ios](../mobile/ios.md) to capture iOS crash You will need to configure [Crashpad](../mobile/android.md) to capture Android crash reports. Additionally, you'll need to generate symbol files from your `.so` files for function names and line numbers to be included in crash reports. Symbol files can be generated and uploaded automatically by invoking [symbol-upload](../../../development/working-with-symbol-files/upload-symbols-with-symbol-upload.md) with the `-m` flag. Application Not Responding (ANR) events are reported automatically on Android 11+. See the plugin's [Hang Detection](unreal-engine/unreal-engine-plugin.md#hang-detection-ios-and-android) section for details. +## Xbox, PlayStation, and Nintendo Switch 2 🎮 + +BugSplat can provide instructions for implementing Unreal crash reporting on Xbox, PlayStation, and Nintendo Switch 2. Please email us at [support@bugsplat.com](mailto:support@bugsplat.com) for more info. + ## Check, Verify, and Ensure Reporting ✅ Unreal Engine's `check`, `verify`, and `ensure` macros can all send crash reports to BugSplat. Checks and Verifies report automatically since they terminate the application. Ensures require additional configuration: in Shipping builds, you'll need to set `bUseChecksInShipping = true` in your `*.Target.cs` file to keep them active. diff --git a/introduction/getting-started/integrations/game-development/unreal-engine/unreal-engine-plugin.md b/introduction/getting-started/integrations/game-development/unreal-engine/unreal-engine-plugin.md index 696716d..06bd30c 100644 --- a/introduction/getting-started/integrations/game-development/unreal-engine/unreal-engine-plugin.md +++ b/introduction/getting-started/integrations/game-development/unreal-engine/unreal-engine-plugin.md @@ -318,9 +318,9 @@ static bool IsMobile(); A typical demo wiring binds a button's `OnClicked` to `GenerateHang` and its `Visibility` to a function returning `Visible` when `IsMobile` is true and `Collapsed` otherwise. After a hang, relaunch the app once. The report uploads in the background on init. -#### Xbox and PlayStation +#### Xbox, PlayStation, and Nintendo Switch 2 -BugSplat can provide instructions for implementing Unreal crash reporting on Xbox and PlayStation. Please email us at [support@bugsplat.com](mailto:support@bugsplat.com) for more info. +BugSplat can provide instructions for implementing Unreal crash reporting on Xbox, PlayStation, and Nintendo Switch 2. Please email us at [support@bugsplat.com](mailto:support@bugsplat.com) for more info. ### 🏃 Usage