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++.
- Runtime —
UEDevOpsmodule. - Editor —
UEDevOpsEditormodule.
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
| Plugin | UEDevOps |
| Version | 0.1.0 |
| Engine | Unreal Engine 5.4+ |
| Platforms | Win64, Linux, Mac |
| License | KBVE |
| Modules | Runtime (UEDevOps) + Editor (UEDevOpsEditor) |
| Depends on | KBVEYYJson, KBVEXXHash, KBVEZstd, EditorScriptingUtilities |
| Source | packages/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.
