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To change this I needed to change a couple of defines in the OnlineSubsystemSteam plugin. The first problem I ran into in trying to get Shotgo to work with Steam matchmaking was setting the game name and server name in the Steam server list. So besides adding a bunch of cool functionality, this plugin is limited to what it can do as a separate plugin. Unfortunately, the creator of this plugin made it with the intent to not replace the official OnlineSubsystemSteam plugin but to instead build upon it without changing it directly (to not give Epic games a reason not to fix the problems with their official plugin). Secondly, it has a neat system for adding extra tags to your server which can be used to filter the match results based on custom options.
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Firstly, it exposes a lot of matchmaking functionality to blueprints, this makes a lot of UI work like making a server browser a lot easier. There are two main reasons to use advanced sessions. In my case, I needed to manually edit the plugin to add a binding for the GameServerChangeRequested_t callback to allow players to join through right-clicking a friend and selecting "Join" if the friend's game is in progress. Well, for the most part, it handles the binding of the Steam SDK's API callbacks to functions that we can use. What does the Unreal OnlineSubsystemSteam plugin provide: To add some of those missing features I am also using the Advanced (Steam) sessions plugin which is made and maintained by a community member. Unfortunately, however, that plugin is missing some important features and is even broken in some places. Luckily, Unreal has an official plugin which implements the Steam SDK. Implementing the Steam SDK with Unreal Engine 4Īs part of my multiplayer game project Shotgo (working title) I wanted to implement the Steam SDK to gain access to Steam's stats, matchmaking and friends systems.