Unreal Install
How to Install
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We strongly recommend you clone the repository to your local disk. The simplest way to do this is to use GitHub Desktop. Once you have that installed, you can easily clone any repository to your local disk.

Once you have the repository cloned to your local disk you need to locate the proper Plugin package for your engine version

Next, copy the ToolkitSteamworks folder into your Plugins folder. You may need to create the Plugins folder if this is the projects first plugin.

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

Modify the SteamworksComplete.uplugin to empty the MarkeplaceURL node, as shown below if you have this issue, you can skip this if its not an issue for you.
Copy
{
...
"MarketplaceURL": "",
...
}Generate files
Next, right-click on the .uproject file and select Generate Visual Studio project files

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.
FAB, unfortunately, cannot be updated and maintained properly due to limitations with Epic's FAB Marketplace tools. If you purchased on FAB, we will provide you with direct support and updates until which time Epic updates and improves the FAB Marketplace. Please contact us on our Discord for more information.
Samples
The plugin includes content such as a sample scene, which demonstrates all core features of the Toolkit for Steamworks SDK (Unreal).

If you dont see the Content folder in your Plugins, the most likely issue is that your Content Browser is not set to display Plugin Content, to change thi,s click the
button and select Show Plugin Content.

You can now see and run the Example scene, which demonstrates many common features, including
User Info
Friends List
Leaderboard
Lobby
Multiplayer Networking

Multiplayer Networking works independently of the lobby; the "host" can simply click the "Listen" button. The connecting "client" should enter the "host"'s My ID: value after that. This is not here to demonstrate using a Steam Lobby to matchmaking, it's meant to be a bare bones connect 2 machines example using Unreal's built-in ThirdPersonMap or another stock sample scene that can support multiplayer.
Do note that Unreal will only initialise the Steam Socket plugin when run in Standalone.
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