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unreal · devops

Telemetry & DevOps toolkitUEDevOps

A DevOps toolkit plugin for Unreal Engine that streamlines debugging, observability, and telemetry inside a project. It captures player errors, runtime gameplay events, and editor diagnostics, then ships them to a backend, git, or analytics stack — exposed as Blueprint nodes and editor utilities.

Blueprint-powered telemetry

Telemetry is exposed as Blueprint nodes and editor utilities across runtime and editor — capture errors and gameplay events, send structured POST logs, and auto-create GitHub issues without writing C++.

  • RuntimeUEDevOps module.
  • EditorUEDevOpsEditor module.
UEDevOpsPlugin
Runtime + EditorModules
UE 5.4Min engine
KBVELicense

What it gives you

Features

Unified telemetry pipeline

Capture player errors, runtime events, and editor diagnostics through one pipeline.

Structured log shipping

Send structured POST logs to a backend or analytics stack.

GitHub integration

Auto-create issues from captured diagnostics.

Runtime + Editor modules

Works both in-game and inside the editor, with Blueprint nodes for both.

At a glance

Key facts

PluginUEDevOps
Version0.1.0
EngineUnreal Engine 5.4+
PlatformsWin64, Linux, Mac
LicenseKBVE
ModulesRuntime (UEDevOps) + Editor (UEDevOpsEditor)
Depends onKBVEYYJson, KBVEXXHash, KBVEZstd, EditorScriptingUtilities
Sourcepackages/unreal/UEDevOps

Getting started

Usage

Enable the UEDevOps plugin (and its KBVEYYJson / KBVEXXHash / KBVEZstd dependencies) in your .uproject, then use the Blueprint telemetry nodes to capture errors and gameplay events and forward them to your backend.

Questions

Frequently asked

What does the UEDevOps plugin do?

It provides a telemetry pipeline for Unreal games — capturing player errors, gameplay events, and editor diagnostics and shipping them to a backend, git, or analytics stack via Blueprint nodes and editor tools.

Can telemetry be used from Blueprints?

Yes. UEDevOps exposes Blueprint-powered telemetry so you can capture errors and gameplay events and send structured POST logs without writing C++.

What plugins does UEDevOps depend on?

It depends on KBVEYYJson, KBVEXXHash, and KBVEZstd, plus Unreal's EditorScriptingUtilities, and ships both Runtime and Editor modules.