Please bear with me as this is my first post and I will include as many details as I can.
Goal:
To have a “User Extended” Widget (which is my main menu) display a connection status (check box) for steam. The box will be checked if the connection is confirmed. This can/should be done via a variable, but I’m just dipping in the pond here.
Steps performed thus far:
- I have successfully integrated the Steam SDK v136 in to my project using the Online Subsystem Steam tutorial on the hub
- I have successfully followed the tutorial of creating a C++ Widget Parent class that my UMG widget is a child of
- My Game (more like utility for steam workshop uploading); launches directly to my Main Menu.
Up to this point, if I launch the game, everything looks staged, and my Steam is integrated perfectly. For example, shift-tab works to bring up the Steam Overlay.
Issue:
My problem occurs when I start trying to make code in the cpp file for the Parent Widget Class that my UMG object is a child of.
I’m trying to create a function/blueprint that my widget can use to get a state of the Steam Client. Something like a boolean returning true/false if the user is logged in.
I followed the steps in this tutorial that provided code for doing just such a check: Steam, Using Online Subsystem
I’ve included the online.h and onlinesubsystem.h headers.
The problem is that the compile fails on the lines
EOnlineStatus ASteamHandler::getPlayerOnline(class APlayerController* PlayerController)
ELoginStatus::Type l = ion->GetIdentityInterface()->GetLoginStatus(PlayerController->Player->GetControllerId());
Due to that it cannot resolve the name “ASteamHandler”
Any thoughts?
Edit:
While back tracking my steps for my post, I also came across this article Steam workshop; which I will review later, as I’m done for the evening. It looks promising, but what I’ve read on the other tutorials so far; infer that I should not try to interact with the Steam API’s directly, but rather work through the OnlineSubsystem within UE.