Build configs for Steam vs Other OnlineSubsystem

We’re working on a title in UE5.5 which will release on various OnlineSubsystem, including Steam. In the documentation;

https://dev.epicgames.com/documentation/en\-us/unreal\-engine/online\-subsystem\-steam\-interface\-in\-unreal\-engine?application\_version\=5\.5

it discusses enabling OnlineSubsystemSteam through the Engine.ini files. Is there a recommended way to enable or disable this when producing a build?

Either through UBT args or something else similar, or is the expectations that to create a Steam build we manually edit the DefaultEngine.ini file to include these changes.

Steps to Reproduce

Hi,

Generally, this is handled by creating a custom target, as this target can set “CustomConfig” to use the specified config file(s) for the online service needed. You can see an example of this in the Lyra sample project, with LyraGameEOS.Target.cs and the ini files under “Lyra/Config/Custom/EOS/”.

Other approaches can involve creating plugins to manage the configs, although I don’t believe we have any implementation examples or docs on how to do this. One option is to create a plugin that implements a module to check for command line arguments on startup, and depending on the argument, it could find the appropriate config file and add it to the hierarchy. Another approach that’s been used is to create a separate plugin containing the configs which can then be cooked/packaged as DLC.

Thanks,

Alex