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Blueprints

Blueprint Nodes

TrackEdge is fully Blueprint compatible. No C++ knowledge is required.

Blueprint Nodes

TrackEdge is designed to work directly with Blueprints.

Every analytics feature is exposed as an asynchronous Blueprint node, allowing you to track gameplay events and control Session Replay without writing any C++.


Track Event

The Track Event node sends a custom gameplay event to TrackEdge.

The first time this node is called, TrackEdge automatically:

  • Initializes the SDK
  • Creates or loads the Player ID
  • Identifies the player
  • Sends the event

No manual initialization is required.

Plugin Installation


Inputs

PinDescription
Event NameName of the event you want to track.

Outputs

PinDescription
On SuccessCalled when the event is successfully sent.
On FailCalled if the request fails.
ResponseServer response message.

Example

Track a player jump.

Event Name

Player Jump

Properties

JumpType = Double Jump
Character = Warrior
Map = Castle

Use descriptive event names such as Level Started, Boss Defeated, or Item Purchased instead of generic names like Event1.


Start Replay Session

Starts recording a new Session Replay.

This node works even when Auto Replay is disabled in Project Settings.

Use it whenever you want complete control over when recording begins.

Plugin Installation


Inputs

This node has no required inputs.


Outputs

PinDescription
On SuccessReplay started successfully.
On FailReplay could not be started.
ResponseServer response message.

Example

Record only a boss fight.

Player enters arena



Start Replay Session



Boss Fight



End Replay Session

End Replay Session

Stops the current Session Replay and uploads the recorded data. Use this node together with Start Replay Session when recording gameplay manually.

Plugin Installation


Outputs

PinDescription
On SuccessReplay uploaded successfully.
On FailReplay upload failed.
ResponseServer response message.

Example

Start Replay Session



Gameplay



End Replay Session

Auto Replay vs Manual Replay

Auto ReplayManual Replay
Starts automaticallyStarted by Blueprint
Stops automaticallyStopped by Blueprint
Creates a replay for every levelRecord only specific gameplay
Best for most gamesBest for boss fights, tutorials and custom scenarios

Best Practices

  • Use Track Event for custom gameplay analytics.
  • Use Auto Replay unless you need manual control.
  • Use manual replay to record only important gameplay sequences.
  • Always wait for On Success or On Fail before assuming a request completed.

Next

Want more control or prefer writing code?

➡️ C++ Usage