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@uptimizr/unreal

v0.2.4

Published

Unreal Engine (web export) connector for Uptimizr — best-effort, pending a viable WASM/HTML5 target. JS-only pointer/perf capture plus a bridged camera-pose / world-space tier via a thin engine-side shim.

Readme

@uptimizr/unreal

The Unreal Engine (web export) connector for Uptimizr (ADR 0045). Unreal renders into a <canvas> via WebAssembly, so there is no live JS scene to read — this connector is built on @uptimizr/web-export and works in two tiers:

| Tier | Engine code? | Captures | | ----------- | ----------------------------------------------- | --------------------------------------------------------------- | | JS-only | none | pointer move/click heatmaps, FPS / long frames, JS errors | | Bridged | a thin copy-in shim (see bridge/) | camera pose → view-direction heatmap, world-space picks, replay |

Best-effort. Unreal's first-party web export is community-maintained, so the bridged tier is best-effort by design (ADR 0045). The JS-only tier always works.

Unreal's native world frame is left-handed, z-up, centimeters, so the connector rebases z-up → y-up, converts cm → m, and reaches the canonical wire frame (left-handed, y-up, unit scale 1 — ADR 0018). The engine-side shim does no coordinate math — it pushes raw Unreal values.

Install

npm install @uptimizr/unreal

The engine-side bridge is a copy-in asset (Emscripten EM_JS glue), not an npm dependency — see bridge/.

Usage

import { trackUnreal } from "@uptimizr/unreal";

const { client, bridge } = trackUnreal({
  projectId: "your-project",
  endpoint: "https://collect.example.com",
  canvas: () => document.querySelector("#unreal-canvas"),
});

// ... later, on teardown
await client.stop("manual");

trackUnreal creates the client, registers the JS-only tier collector, exposes the engine bridge (default window.__uptimizr_unreal__), and starts the session with Unreal's connector provenance. The JS-only tier captures immediately; wire the engine-side shim to bridge to add camera pose, picks, and replay.

Advanced: wire it up yourself

import { UptimizrClient } from "@uptimizr/sdk-core";
import { unrealCollector, UNREAL_FRAME } from "@uptimizr/unreal";

const client = new UptimizrClient({ projectId: "your-project", endpoint: "..." });
client.use(unrealCollector({ canvas: () => document.querySelector("#unreal-canvas") }));
client.start();

Engine-side bridge

The bridged tier needs a thin copy-in shim that pushes world-space pose / picks / FPS across Unreal's Emscripten glue. It ships in bridge/ as Uptimizr.h + Uptimizr.cpp: copy both into your project's Source/<Module>/ (or a plugin) so they build with your web target, then drive UptimizrTelemetry().Initialize() / .Tick(World, DeltaSeconds) / .TraceAndReportPick(World) from C++ (or Init / Shutdown from JS via cwrap). Off Emscripten every entry point compiles to a no-op. Initialize() asserts the live bridge's protocolVersion matches UPTIMIZR_BRIDGE_PROTOCOL_VERSION (1). The full contract, the viable web targets, and an EM_JS sketch are in bridge/README.md.

Privacy

No client-side persistent IDs and no PII by default (ADR 0003). client.stop() tears down every listener, timer, and animation-frame callback.

License

Apache-2.0.