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Installation

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  • Unity

    • Toolkit for Steamworks

    • Toolkit for Unity Physics

    • UX Complete

  • Unreal

    • Toolkit for Steamworks

Unreal Marketplace

Unreal Marketplace

  • $74.99

  • Source Included

  • Quarterly Updates + Hotfixes

  • Toolkit for Steamworks

  • Live Support

Per-user license, free updates for that major version, discount on future major updates

Requirements

Version

You'll need to install Unreal v5.1 and later

a v5.0 plugin is available on GitHub Source Repo to Sponsors and Patreons however it doesn't have every feature and is moving out of support.

Steam Shared Module

You will need to include the Steam Shared Module.

When adding the plugin from the marketplace it will be installed as an Engine plugin and should add its dependencies automatically.

If you are importing the plugin to your project as opposed to as an engine plugin it is advisable to add the SteamShared plugin first. If you forget before you add the plugin, you can adjust the .uproject manually by adding SteamShared to the list of plugins

{
	"FileVersion": 3,
	"EngineAssociation": "5.2",
	"Category": "",
	"Description": "",
	"Modules": [
		{
			"Name": "ProjectName",
			"Type": "Runtime",
			"LoadingPhase": "Default"
		}
	],
	"Plugins": [
		{
			"Name": "ModelingToolsEditorMode",
			"Enabled": true,
			"TargetAllowList": [
				"Editor"
			]
		},
		{
			"Name": "SteamShared",
			"Enabled": true
		}
	],
	"TargetPlatforms": [
		"Linux",
		"Mac",
		"Windows"
	]
}

C++

You'll need your project to support C++ No this doesn't mean you have to use C++, but the engine needs to have the project headers and build process of compiling from C++. So you need to do that.

If you chose a C++ project when you created your project congratz, step done, and move on.

If you chose Blueprint project when you created your project, simply add a C++ class via the Tools menu and Unreal Editor will do the work of setting your project up so it can be completed.

Installation

From the Marketplace

The plugin is deployed to the Unreal Marketplace as an engine plugin. This means you need to install the plugin to the engine after purchase in order to be able to use it.

Once you have installed the plugin to the engine versions you require you need to enable the plugin for your project, this will require a restart to complete.

Toolkit for Steamworks SDK & Steamworks Complete are the same thing ... it's just a name and icon change.

From GitHub

The plugin will be installed as part of your project as opposed to part of the engine. Honestly find this preferable even when I use Marketplace as my source as it lets me control the version per project.

To get started close your engine, and navigate to the project folder, this is where your .uproject file is located.

You should see a .sln file beside it, if you do not then your project is not set up for C++ so go back a step and fix that.

Once you do have a .sln we need to copy the Plugins in. You may already have a Plugins folder if not simply create one.

Add the plugin

Next, copy the ToolkitSteamworks folder into your Plugins folder. You'll find the plugin in our GitHub Sponsor Source Repo

When done your folder should look similar to the above.

Modify the Plugin configuration

If you do not own the Plugin from the Unreal Marketplace then the Epic editor will see that this plugin is also a Marketplace plugin and expect you to download it from there

Wording may differ depending on version but similar to the above.

You have 2 options to sidestep this, 1 you could deploy it as an engine plugin (personly not my preference) or you can modify the SteamworksComplete.uplugin to empty the MarkeplaceURL node, as shown below

{
    ...
    "MarketplaceURL": "",
    ...
}

Generate files

Next, right-click on the .uproject file and select Generate Visual Studio project files

Rebuild

Right-click on your projects .uproject file and select Generate Visual Studio Project files. This will cause the engine to scan the project directory and link up all the related bits we just copied in.

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