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FAQ

Find answers to the most common questions about installing, configuring, and using TrackEdge.



Do I need C++ to use TrackEdge?

No. TrackEdge is fully compatible with Blueprints. Every analytics feature is available through Blueprint Async Nodes.


Do I need to initialize TrackEdge?

No. Simply call the Track Event node. TrackEdge automatically initializes itself, identifies the player, and sends your event.


Does TrackEdge work in packaged games?

Yes. TrackEdge works in both the Unreal Editor and packaged builds.


Why are my events not appearing?

Check the following:

  • Your Project ID and API Key are correct.
  • Your internet connection is available.
  • The Track Event node is being executed.
  • The request completed successfully.

Why isn't Session Replay working?

Make sure that:

  • The current level has a valid Map Set ID and Map ID.
  • The map has been captured using the TrackEdge Map Capture tool.
  • Automatic Replay is enabled, or you manually started a replay.
  • The replay completed successfully before checking the dashboard.

Why can't I see a Heatmap?

Heatmaps require enough gameplay data before meaningful results can be generated. We recommend collecting approximately 50–100 completed Session Replays before evaluating player movement.


What's the difference between Automatic Replay and Manual Replay?

Automatic Replay

  • Starts automatically when the level begins.
  • Ends automatically when the level changes or the session ends.
  • Best for recording complete gameplay sessions.

Manual Replay

  • Started using the Start Replay Session node.
  • Stopped using the End Replay Session node.
  • Perfect for recording boss fights, tutorials, puzzles, or other specific gameplay moments.

What happens when a player changes levels?

If Automatic Replay is enabled:

  • The current replay is ended automatically.
  • The replay is uploaded.
  • A new replay starts for the newly loaded level.

This ensures each level has its own replay session.


Does TrackEdge automatically collect player information?

Yes.

TrackEdge automatically collects available system information such as:

  • Player ID
  • Platform
  • CPU
  • GPU
  • RAM
  • VRAM
  • FPS
  • Screen Resolution
  • Engine Version
  • Build Configuration

You only need to send your custom gameplay events.


Can I use Blueprint and C++ together?

Absolutely. Blueprint and C++ use the same backend pipeline, so you can freely mix both approaches within the same project.


Does TrackEdge automatically retry failed requests?

Yes. Temporary network failures are automatically retried to improve reliability. No additional setup is required.


Join the Community

Need more help or want to connect with other TrackEdge developers?

If you encounter a bug or have a feature request, please include your Unreal Engine version, TrackEdge version, and a brief description of the issue. This helps us resolve problems much faster.