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Unreal Engine: Remove ConfigureScope function (#13872)
This PR updates the Unreal Engine SDK docs to reflect recent changes
that were made in getsentry/sentry-unreal#928.
Specifically, `ConfigureScope` function was removed so now users can
modify scope either via dedicated methods of `SentrySubsystem` class
(for global scope) or by using a corresponding callback parameter that
is available for all `capture` methods to add data for one specific
event (local scope).
Copy file name to clipboardExpand all lines: docs/platforms/unreal/enriching-events/scopes/index.mdx
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As you start using an SDK, a scope and hub are automatically created for you out
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of the box. It's unlikely that you'll interact with the hub directly unless you're
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writing an integration or you want to create or destroy scopes. Scopes, on the
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other hand are more user facing. You can call <PlatformIdentifiername="configure-scope" /> at any point in
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time to modify data stored on the scope. This is useful for doing things like
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[modifying the context](../context/).
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other hand are more user facing. You can modify data stored on the scope at any point.
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This is useful for doing things like [modifying the context](../context/).
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When you call a global function such as <PlatformIdentifiername="capture-event" /> internally Sentry
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discovers the current hub and asks it to capture an event. Internally the hub will
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then merge the event with the topmost scope's data.
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## Configuring the Scope
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The most useful operation when working with scopes is the <PlatformIdentifiername="configure-scope" /> function. It can be used to reconfigure the current scope.
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You can, for instance, add custom tags or inform Sentry about the currently authenticated user.
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