Isaac_S
(Isaac S)
December 9, 2017, 6:22pm
1
Hi, this one has me stuck in the mud since I can’t move forward until it’s figured out so hopefully someone knows…
I can’t seem to find specific documentation on how to do a purchase check of DLC from Steam through blueprints.
Is it done through the “in-app purchase” nodes? The whole project is using only blueprints and wants to stay that way if possible. The Steam documentation is in c++ and UE4 covers it broadly in this livestream: Blueprint Mobile Leaderboards, Achievements & Ads | Live Training | Unreal Engine - YouTube
Hopefully this is an easy one for someone, any help greatly appreciated.
Thanks
Edit: This is how far I got…
Isaac_S
(Isaac S)
December 9, 2017, 7:05pm
2
So I think this could possibly be the way to do it but I don’t know what the product identifier needs to be for Steam. Is it the AppID?
Screenshot from the livestream taken at 47:37
Isaac_S
(Isaac S)
December 10, 2017, 10:41pm
4
This is what’s driving me insane. With no c++ background, I have no idea how to implement this check into blueprints. It’s the only one I need to… How do I even go about implementing that into an all BP project with the Steam overlay already set up? I wish there was a node for this… But it can be turned into one right?
SB1985
(SB1985)
August 16, 2019, 3:15pm
5