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@@ -19,18 +19,18 @@ You can't use app ID 480 with the EOS SDK since authentication changed from encr
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Once you have the app ID from Steamworks, you need to specify it in the EOS backend so that it can be used:
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1. Open the [Epic Online Services developer portal](https://dev.epicgames.com/portal/en-US/) and click on the product you are developing.
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3. Click "Product Settings".
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4. Under the "Identity Providers" tab, click "Add Identity Provider".
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5. Select "Steam" as the identity provider.
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6. Set the "Description" to any value you like.
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7. Leave "Encryption Key" empty. It is no longer used by Steam authentication and is not required to be set.
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8. You must set "SteamNetworkingIdentity" based on your Unreal Engine version:
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- If you are using Unreal Engine 5.4 or later (including preview builds), set it to "epiconlineservices", which should be the default value.
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- If you are using Unreal Engine 5.3 or earlier, set it **so that it is empty**. You will need to clear out the default value of "epiconlineservices".
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9. Set the "App ID" to the app ID of your Steamworks application.
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10. Click "Save & Exit".
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11. Under the "Environments" tab, click "Identity Providers" next to the Live sandbox.
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12. For Steam, select the new credential you just made.
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2. Click "Product Settings".
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3. Under the "Identity Providers" tab, click "Add Identity Provider".
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4. Select "Steam" as the identity provider.
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5. Set the "Description" to any value you like.
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6. Leave "Encryption Key" empty. It is no longer used by Steam authentication and is not required to be set.
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7. You must set "SteamNetworkingIdentity" based on your Unreal Engine version:
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- If you are using Unreal Engine 5.4 or later (including preview builds), set it to "epiconlineservices", which should be the default value.
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- If you are using Unreal Engine 5.3 or earlier, set it **so that it is empty**. You will need to clear out the default value of "epiconlineservices".
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8. Set the "App ID" to the app ID of your Steamworks application.
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9. Click "Save & Exit".
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10. Under the "Environments" tab, click "Identity Providers" next to the Live sandbox.
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11. For Steam, select the new credential you just made.
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## Enable the Steam online subsystem in your game
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@@ -63,6 +63,7 @@ You can get a [client web API key here](https://steamcommunity.com/dev/apikey).
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Steam authentication only works in packaged builds (not in the editor). In addition, for non-development builds it will only work when the game is launched through Steam. These are limitations of the Steam online subsystem, not a limitation of the EOS plugin.
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It has been reported that Steam authentication also works in the following situations:
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- Right-clicking on the `.uproject` file and clicking "Launch Game".
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- Launching the game from Visual Studio in DebugGame configuration (not DebugGame Editor). This requires cooking game content.
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@@ -75,3 +76,94 @@ In each `.Target.cs` file (the main one, the `Editor` variant and if you have it
## VDF files for bootstrapper and Anti-Cheat install
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When deploying your game to Steam, you'll need to create a VDF file that describes how your game should be packaged and launched on the player's computer. Below is an example of a VDF file that installs the Unreal Engine prerequisites, the EOS bootstrapper (for Epic Games accounts) and the Easy Anti-Cheat service. You should omit entries if you're not using a particular feature (e.g. skip the Anti-Cheat sections if you haven't got Anti-Cheat enabled).
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Make sure you replace `REPLACE_WITH_YOUR_APP_ID`, `REPLACE_WITH_YOUR_DEPOT_ID` and `REPLACE_WITH_PATH_TO_YOUR_BUILD_GAME` with the correct values for your game.
Unlike the first two files, which can reside anywhere you on your machine, the `steam_install_prereqs.vdf` file needs to be created inside your package game directory, under the `Engine/Extras` folder, so that the relative path matches the `InstallScript` directive inside `steam_depot.vdf`.
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