Contributors: Valve
The Online Subsystem Steam API enables you to ship Unreal Engine 4 (UE4) applications to Valve's Steam platform . The main purpose of the Steam module is to help you distribute your application with a set of features (such as matchmaking and leaderboards) to Steam users. Additionally, the Steam module implements several of the interfaces being exposed by the Online Subsystem , supporting most of what is offered by the Steamworks Software Development Kit (SDK).
Some of the available Steam Interfaces include:
Steam provides several tools to help manage cheating in online video games. Whether you choose to integrate our anti-cheat APIs or use your own solution, make sure you give your customers proper warning that such a system exists and that you have UI ingame that clearly explains the ban.
Spelontwikkelaars lichten Valve in wanneer een storende speler in hun spel is gespot, waarna Valve hun account verbant. De ontwikkelaar is als enige verantwoordelijk voor het instellen van een verbanning. Valve voert alleen de instructie uit die door de ontwikkelaar is gegeven. Valve Anti-Cheat System (VAC) VAC bans are permanent, non-negotiable, and cannot be removed by Steam Support. If a VAC ban is determined to have been issued incorrectly, it will automatically be removed. If you wish to discuss Valve Anti-Cheat with the community, you may do so here.
Matchmaking (Lobbies and GameServer APIs)
Leaderboards
Achievements
Voice
UserCloud
SharedCloud
External UI
Reference our Online Subsystem Steam API Reference for a more complete listing of currently available Steam Interfaces.
Meeting Valve's Requirements
The Steam Subsystem requires additional setup through Valve Steamworks . Please contact Valve and reference their Steamworks SDK Documentation to make sure that your application meets Valve's requirements before attempting to use Steam with UE4.
Downloading Steamworks
If your application meets Valve's requirements, go ahead and download the latest version of the Steamworks SDK . The SDK needs to be unzipped and copied to /YourUnrealEnginePath/Engine/Source/ThirdParty/Steamworks/Steam[Current Version]/sdk
If you're updating your project's Steamworks SDK, make sure to update the [Current Version]
in your project's Steamworks path:/YourUnrealEnginePath/Engine/Source/ThirdParty/Steamworks/
Steam[Current Version]/sdk
You'll also need to update Steamworks.build.cs
, which is located in the project directory.
In this example, the [Current Version]
is formatted as v139
.
Compiling UE4
If you're compiling Unreal Engine 4 from source , the following steps should be taken:
Open 'OnlineSubsystemSteamPrivatePCH.h' (located in '..PluginsOnlineOnlineSubsystemSteamSourcePrivate'), where you'll find the following line of code, defining the root location of the Steamworks SDK:
You'll want to modify the line to read:
Setting up the Steamworks SDK
Using Steam against the precompiled version of the engine should only require copying some of the dynamically linked libraries from Valve's SDK into the appropriate folders. If you intend to recompile the engine against the source, putting the SDK in the right place is required as well. Now, copy the relevant redistributable files from the /redistributable_bin/
directory of the SDK to the following locations:
Steam App ID
All games using the Steam Online Subsystem must have a valid application ID because the Steamworks API won't initialize if it doesn't know your application's Steam App ID. Before initializing Steam, UE4 will generate steam_appid.txt
(during a graceful shutdown of the engine, UE4 deletes this file). It's important to note that steam_appid.txt
must be located in the same directory as your application's executable file because Steam will look for the text file in the current working directory. Additionally, the file should not be included in any Steam images.
If you open steam_appid.txt
, you'll see a SteamDevAppId entry, which is a field that hints your application's ID to Steam. This makes it unnecessary to launch the game using the Steam client (although it must be running).
If you want to test your application, you can use a SteamDevAppId of 480
, which is a test App ID that is shared by all developers. Although you can test most Steam Interfaces with the aforementioned test App ID, your application will need a Steam App ID before being shipped.
Shipping Builds
Are Games Using Steam Required To Utilize Valve Anti Cheat Engine
In shipping builds, the engine will check to make sure that the logged-in user is properly subscribed to the game and will shutdown if the engine's test returns false (this is one way to help secure the game). Additionally, using Steam DRM (see the Steamworks SDK) should further protect the game from being tampered with.
Configuring your Application's Settings
If you're creating a new project using the Unreal Project Browser, Online Subsystem settings shouldn't exist in DefaultEngine.ini
; however, if you're modifying one of our Sample Projects, the Online Subsystem settings might already exist.
Now that you've set up the Steamworks SDK for your application (along with setting up the Steam App ID), you're ready to configure your application's settings to use Online Subsystem Steam.
Steps
Open your project's
DefaultEngine.ini
file and add the following setting:NetDriverDefinitions describes the net drivers available to UE4 with the following properties being defined:
DefName is the unique name of this net driver definition.
DriverClassName is the class name of the primary net driver.
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DriverClassNameFallBack is the class name of the fallback net driver if the primary net driver class fails to initialize.
To tell UE4 to use Online Subsystem Steam, add the following setting:
Now that you've told UE4 that you want your application to use the Steam Online Subsystem, you'll need to configure the OnlineSubsystemSteam module by adding the following settings:
Finally, you'll want to specify the Steam class to the Net Driver for the application's connections:
End Result
At the end of this brief guide, your application's DefaultEngine.ini
file should look like the following setting block. If you want to see how other projects set up and use the Online Subsystem, please refer to our library of Sample Projects.
Finished Settings
DefaultEngine.ini
Servers and Lobbies
How to cheat gold in game of war. Steam supports peer-to-peer matchmaking (for both dedicated and listen server games) through lobbies, and provides the ability to run dedicated servers. Lobbies give users the ability to learn information about game servers, and are usually used to convey game-specific information about listen server games, such as what map or mode is being played. Users can also see the number of other users connected to a lobby without joining, through the matchmaking system. Dedicated servers are separate binaries from lobbies, as their task is to run and host the server-side portion of the game. For more information about Steam's features, implementation, or developer interface, please refer to the partner documentation on the Steam site.
Lobby Details
Lobbies are essentially chat rooms that exist as peer-to-peer instances on Steam's backend service. Unlike servers, no information about a lobby is available before joining, such as ping times or current number of other users. They are typically used for listen servers. To set up a lobby, set the bUsesPresence
flag to true
.
Server Details
To set up a server instance, make sure the bUsesPresence
flag is false
. Dedicated servers require the following three macros, and all three must match the values from Steam's dedicated server tool page, found on the partner panel. The Steam network will not show the dedicated server if these values do not match:
UE4 Macro | Steam Name | Description |
---|---|---|
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In UE4 version 4.22, you can specify these values in your game's Target.cs
file. You can also write the Steam ID into a build by defining UE4_PROJECT_STEAMSHIPPINGID
. All build configurations require this, and you cannot launch outside of Steam without it.
For versions before 4.22, edit OnlineSessionAsyncServerSteam.cpp
so that it contains your game's values. Pc game cheat engine.
For information about distributing a dedicated server build, please refer to Steam's partner documentation .
Steam Online Authentication
Steam features a special authentication system that controls access to some of the unique server-related functionality the platform offers, such as advertising servers and player counts, retrieving and reacting to ban lists (both publisher and Valve Anti-Cheat bans), and performing license checks. Unreal Engine 4 provides the ability to interface with this functionality through the FOnlineAuthSteam
class. Once your application is set up to use the Steam Online Subsystem, it is ready to take advantage of these features by enabling the SteamAuth packet handler component.
Enabling SteamAuth
To enable SteamAuth, add the following to 'DefaultEngine.ini', or to the platform-specific engine .ini file (such as 'WindowsEngine.ini', 'LinuxEngine.ini', or 'MacEngine.ini') for each platform that is intended to support Steam Online Authentication:
Once enabled, the Steam Online Subsystem interface (SteamOSS) function, GetAuthInterface
, can be used to access SteamAuth functionality.
Enabling SteamAuth will cause the application to run authentication procedures (against the Steam service) for all joining players. By default, SteamAuth will kick players who fail this check will be kicked, but this behavior can be overridden.
SteamAuth Delegates
There are two Delegates in the SteamAuth system that developers may wish to override: OverrideFailureDelegate
and OnAuthenticationResultDelegate
.
OverrideFailureDelegate
is called with the FUniqueNetId
of a player when that player attempts to join the server without Steam authentication, or when that player loses Steam authentication during the session. By default, SteamAuth will kick the player from the game. However, if this Delegate is bound, the default behavior will be suspended, so developers will have to kick the player manually if that behavior is still desired.
OnAuthenticationResultDelegate
handles responses from Steam's authentication service, providing the FUniqueNetId
of the player and a boolean indicating whether the authentication attempt succeeded.
Additional Notes
Using IPNetDriver
By default, UE4's Steam OSS uses Steam Networking as the default socket subsystem. In 4.22, you can disable this behavior by setting OnlineSubsystemSteam.bUseSteamNetworking
to false
. To do this, add the following to 'DefaultEngine.ini', or to the platform-specific engine .ini file (such as 'WindowsEngine.ini', 'LinuxEngine.ini', or 'MacEngine.ini') for each platform you support:
In versions prior to 4.22, modify SocketSubsystemSteam.cpp
where the RegisterSocketSubsystem
function is called and change the bool
parameter to be false
. You will also need to change the netdrivers in your project configuration files.
Module Setup
Make sure to include the Unreal Engine Steam module as part of your project (see UnrealBuildTool Target Files for additional help). Specifically, adding the following line in the construtor for mygame.build.cs
should be enough to make sure that the Steam module is built along with your game.
Steam Overlay on Mac
Are Games Using Steam Required To Utilize Valve Anti Cheat Codes
The Steam Overlay on Mac requires launching your games through the Steam client. For this, you first need to add the game to your library using 'Add a Non-Steam Game to My Library' option from Steam's 'Games' menu.
Update: Turns out, this is true. As a Valve developer did reply to a user on the VKx Discord to say 'they're probably referring to the ongoing conversation, which is currently stalled by the NDA, yes' which I've now seen myself—thanks for the tip, MartinPL.
Update #2: On Feb 25th Easy Anti-Cheat did finally email back to say 'Thank you for contacting us! Our apologies for the delayed response. We are in a process of working with Valve to bring the support for Steam Play. However, there is currently no ETA for this.'
Original article
Treat this with a pinch of salt since we've been unable to confirm it, Valve and Easy Anti-Cheat are apparently working to get it supported with Steam Play.
I've held off on writing about this, as I have tried to reach the EAC team multiple times and I've also tried speaking to Valve. Neither have replied to me, sadly, but the people over at EAC did reply to one user on Reddit to say this:
Thanks for reaching out!
While Easy Anti-Cheat already supports native Linux games, unfortunately it is not compatible with the Steam Play emulation yet. We are currently working with Valve to bring the support for Steam Play as well. However, at this time we cannot promise a release date.
Our apologies for the inconvenience. Despite the troubles, hope you have a great day!
Are Games Using Steam Required To Utilize Valve Anti Cheats
I'm not entirely sure why neither party decided to reply to my questions on this, it could be that they were trying to keep it hush-hush until they had something to show for it.
It is quite exciting if true though, as getting EAC working in Wine/Steam Play would be massive, as it's the only thing currently holding back multiple titles from working well when played on Linux. With that in mind, it wouldn't be the least bit surprising if they are working on it given how it's going to be essential considering how many multiplayer games use it.
Valve/EAC, if you're reading this don't be afraid to reach out, I don't bite.