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[4.8.3] Shipping build with steam

We have a problem when packaging a project with the Project Launcher and doing a shipping build, the steam api doesn't seem to fire.

Took a look at a past issue and attempted to make the changes outlined in there with the steam_appid.txt in the root folder, but that did not help either.

When running the game in stand-alone, steam overlay shows up and the API fires properly. Shipping on the other hand does not.

Tried to reproduce this in a blank project, sure enough it also doesn't work.

Blank Project has everything setup to work with steam, along with the steam_appid.txt in the staged folder.

Can you let us know why this blank project also does not trigger the steam overlay?

(Process used to create the shipping build)

Product Version: UE 4.8
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asked Nov 09 '15 at 09:31 PM in Bug Reports

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Justin.Dooley
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avatar image Justin.Dooley Nov 10 '15 at 05:10 PM

I have also been able to reproduce this in 4.9.2

You can get the project here

avatar image Ben Halliday STAFF Nov 10 '15 at 08:20 PM

Hi Justin,

I'm seeing the same thing in a Shipping Win64 build in your project. I have a couple of questions that may help narrow down the cause:

  1. Did you build your engine from source? If so, did you adjust OnlineSubsystemSteamPrivatePCH.h to reference the SDK version? https://docs.unrealengine.com/latest/INT/Programming/Online/Steam/index.html

  2. Which Steam SDK are you using? 4.9.2 supports 1.32.

Incidentally, I tried this by adding the .exe to Steam using the "Add a Non-Steam Game to My Library" option from Steam's Games menu, and playing through it shows the Steam overlay as expected.

avatar image Justin.Dooley Nov 10 '15 at 09:10 PM

Hey Ben,

  1. No, did not get engine from source, just using the one from the EpicLauncher

  2. Using the built-in 1.32, no modifications done to the steam SDK, just out of the box :)

We tried pushing this build through steam on a demo appid that we use for testing, but even though steam said "Username in-game Demo Game" the overlay did not show up (which I can only assume that means the steam api does not get initialized).

Do we have to build the engine from source to get this working?

avatar image Ben Halliday STAFF Nov 10 '15 at 09:45 PM

You shouldn't have to, no. I'll keep digging into this to see if I can figure out what's going on.

avatar image Justin.Dooley Nov 10 '15 at 10:02 PM

It feels like the settings in the DefaultEngine.ini file get "discarded" when the online subsystem comes into play.

With a Development build, the DefaultEngine.ini is present and does kick in (which I'm assuming is why it only works in development).

I'm throwing ideas really :p

avatar image Justin.Dooley Nov 11 '15 at 06:19 PM

Hey Ben,

I got an update that I'd like to run by you. So, as I was scouring any and all steam related ue4 resources, I came across another entry that is required in the DefaultEngine.ini

Adding: SteamAppId=#####

to:

 [OnlineSubsystemSteam]
     SteamAppId=#####
     SteamDevAppId=#####

Makes the steam overlay work as long as you push the build through steam.

We still need to run some tests on the API implementation to make sure it does get initialized and this was not just a fluke.

However, with just a plain shipping build (even with steam up) the overlay still does not trigger.

I will update this thread with more information as I keep running tests. Let me know if you come across anything.

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1 answer: sort voted first

Hey Justin,

It appears this is simply a bug. We're aware of this behavior on the Mac, but I did not know it also happened on the PC. I've created a bug report for the issue (UE-23238), and I'll post here if I see any update on it.

For now, with the project you gave me to look over, as well as projects I created here, as long as you open the .exe through the Steam client, the overlay should appear as expected.

I'm not certain why you needed to add SteamAppId to the DefaultEngine.ini to get it working. Neither should make any difference in a shipping build, and I was able to get this working through the Steam client without that, and without the steam_appid.txt file. Incidentally, the steam_appid.txt is a development only thing. Once you are properly uploaded and instrumenting your builds with Valve and launch from the Steam client, you won't need that text file unless you're distributing dedicated server executables: https://partner.steamgames.com/documentation/dedicated_servers

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answered Nov 11 '15 at 09:16 PM

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