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Steam License Check

[question body omitted for privacy reasons]

Version: 4.14.3

Regression: Yes (did not happen in 4.8.3)

Product Version: UE 4.14
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asked Jan 25 '17 at 03:59 PM in Bug Reports

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dgrieshofer
86 11 21 25

avatar image Sean L ♦♦ STAFF Jan 27 '17 at 06:15 PM

Hey dgrieshofer,

I'm currently discussing this with the developers, and I have transferred your question to a private document. I'll provide further updates here as they become available.

Thank you for your report.

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1 answer: sort voted first

After further investigation and discussion with the developers, we determined this likely isn't an issue. When shipping a game on Steam, it should be wrapped in Steam's DRM (or equivalent) which checks before our code even executes that the player owns the game and the executable is valid.

Let me know if you have further questions, or if you think you are experiencing a different problem, please provide a detailed list of repro steps we can follow to see it on our end. You can PM me through the forums if you'd like to share the repro steps so we can keep it private: https://forums.unrealengine.com/member.php?160394-Sean-Flint

Have a great day

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answered Feb 01 '17 at 02:31 PM

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Sean L ♦♦ STAFF
44k 485 149 438

avatar image dgrieshofer Feb 01 '17 at 09:26 PM

Thats a good solution for now but there are a few issues:

  1. Steam DRM does not work with Mac files

  2. Steam DRM modifies the file which makes debugging hard

So if possible I would really like the old method back as well.

avatar image Sean L ♦♦ STAFF Feb 02 '17 at 03:51 PM

The developers are currently planning on making a change that causes AreSteamDLLsLoaded to return true in shipping builds, which will crash on SteamAPI_Init when the DLLs are present (which will be true in shipping builds). If the person attempting to remove these DLLs remains in that work scenario, it is possible that they could affect their single player experience, but multiplayer games will not be impacted.

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