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feat: add manual session replay startup - #6
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marandaneto
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Oct 28, 2026
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The code looks good; no qualifying findings. Verdict: correct.
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Motivation and context
Games need to start session replay after a gameplay milestone rather than immediately after SDK setup.
UPostHogSubsystem::StartSessionReplay()for C++ and Blueprints.Replay.bAutoStart(defaulttrue). Set it tofalsewithReplay.bEnabled = trueto defer recording until an explicit call after setup.Targets
feat/rust-v1-embedding, which contains the experimental replay implementation. This is an additive API with unchanged defaults; no migration or native ABI change is required. Remote-config endpoint support remains separate work.How did you test it?
On macOS arm64 with Unreal Engine 5.8:
scripts/build-native.shand the base branch's local Rust embedding dependency, then built the Unreal consumer withscripts/build-example.sh.Tests/native_integration.pyagainst the maintained SDK mock server: 12 native integration tests passed.PostHog.*automation tests passed under-nullrhi.PostHog.ReplayStartupagain with rendering enabled: verified the reflected Blueprint entry point, no startup in manual mode, idempotent successful start, automatic startup, and shutdown. Two real recorder instances started and stopped; remote capture permission remained closed.git diff --checkpassed.Checklist
🤖 Agent context
Autonomy: Human-driven (agent-assisted)
Implemented with Pi using file-editing and shell tools, plus an independent read-only reviewer. The existing recorder remains owned by the game-instance subsystem; automatic and manual startup share the same implementation and capture gates. Requires human review.