diff --git a/docs/platforms/unreal/configuration/options.mdx b/docs/platforms/unreal/configuration/options.mdx
index 6419c4eba75c60..a798ebe8a46cbc 100644
--- a/docs/platforms/unreal/configuration/options.mdx
+++ b/docs/platforms/unreal/configuration/options.mdx
@@ -186,10 +186,4 @@ A number between `0` and `1`, controlling the percentage chance a given transact
A function responsible for determining the percentage chance a given transaction will be sent to Sentry. It will automatically be passed information about the transaction and the context in which it's being created, and must return a number between `0` (0% chance of being sent) and `1` (100% chance of being sent). Can also be used for filtering transactions, by returning 0 for those that are unwanted. Either this or must be defined to enable tracing.
-
-
-Currently, there is no support for sampling functions on Windows or Linux ().
-
-
-
diff --git a/docs/platforms/unreal/tracing/index.mdx b/docs/platforms/unreal/tracing/index.mdx
index 3fa95d300ffab8..1701a03dcec62c 100644
--- a/docs/platforms/unreal/tracing/index.mdx
+++ b/docs/platforms/unreal/tracing/index.mdx
@@ -22,12 +22,6 @@ First, enable tracing and configure the sample rate for transactions. Set the sa
The two options are meant to be mutually exclusive. If you set both, will take precedence.
-
-
-Currently there is no support for sampling functions on Windows/Linux ().
-
-
-
Learn more about tracing options, how to use the TracesSampler function, or how to sample transactions.
diff --git a/platform-includes/performance/traces-sampler-as-sampler/unreal.mdx b/platform-includes/performance/traces-sampler-as-sampler/unreal.mdx
index 58843aff2796c3..78123d31555882 100644
--- a/platform-includes/performance/traces-sampler-as-sampler/unreal.mdx
+++ b/platform-includes/performance/traces-sampler-as-sampler/unreal.mdx
@@ -7,20 +7,20 @@ class USomeTraceSampler : public USentryTraceSampler
public:
virtual bool Sample_Implementation(USentrySamplingContext* samplingContext, float& samplingValue) override
{
- const FString& gameMode =
+ const FSentryVariant& gameMode =
*samplingContext->GetCustomSamplingContext().Find("GameMode");
- if (gameMode.Equals(TEXT("ranked")))
+ if (gameMode.GetValue().Equals(TEXT("ranked")))
{
// Ranked matches are important - take a big sample
samplingValue = 0.5;
}
- else if (gameMode.Equals(TEXT("quick_match")))
+ else if (gameMode.GetValue().Equals(TEXT("quick_match")))
{
// Quick matches less important and happen more frequently - only take 20%
samplingValue = 0.2;
}
- else if (gameMode.Equals(TEXT("training")))
+ else if (gameMode.GetValue().Equals(TEXT("training")))
{
// Training matches are just noise - drop all transactions
samplingValue = 0.0;