In sentry-unreal, UE_LOG can be wired into sentry-native logs. That means the native SDK may receive not only explicit game/application logs, but also high-volume Unreal Engine logs from many engine and game threads.
This makes log ingestion a hot path: in busy Unreal-like workloads, every log reads the global scope to apply attributes and then passes through the native log batcher. Under bursty multi-threaded logging, that exposes two main bottlenecks:
- logger/producer threads: global scope lock for applying attributes (
#ff0000)
- batcher/consumer thread: log item serialization (
#0000ff) and cleanup (#00ff00)

In sentry-unreal,
UE_LOGcan be wired into sentry-native logs. That means the native SDK may receive not only explicit game/application logs, but also high-volume Unreal Engine logs from many engine and game threads.This makes log ingestion a hot path: in busy Unreal-like workloads, every log reads the global scope to apply attributes and then passes through the native log batcher. Under bursty multi-threaded logging, that exposes two main bottlenecks:
#ff0000)#0000ff) and cleanup (#00ff00)