I’m trying to get the players Steam ID using the following code:
bool UMyFunctionLibrary::GetControllerNetworkID(APlayerController* PlayerController, FString& ID)
{
if (!PlayerController) return false;
if (!PlayerController->PlayerState) return false;
if (!PlayerController->PlayerState->UniqueId->IsValid()) return false;
ID = PlayerController->PlayerState->UniqueId.ToString();
return true;
}
This method is exposed as BlueprintCallable and I am calling it ~5 seconds after the game starts (from my GameState class BeginPlay, through a delay node, to this method).
When playing in the editor, playing as a standalone game, and in a DebugGame or Development packaged build this works fine and returns my Steam ID.
In a Win64 Shipping build, however, the game crashes. The UE4 crash reporter tool gives me the following:
Access violation - code c0000005 (first/second chance not available)
Any idea what the problem could be?