how add steam api to C++ project?

my build.cs



// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;

public class steam_training : ModuleRules
{
	public steam_training(TargetInfo Target)
	{
		PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore" });

		PrivateDependencyModuleNames.AddRange(new string] { 
			"OnlineSubsystem",
			"OnlineSubsystemUtils"
		});

		// Uncomment if you are using Slate UI
		// PrivateDependencyModuleNames.AddRange(new string] { "Slate", "SlateCore" });
		
		// Uncomment if you are using online features
		PrivateDependencyModuleNames.Add("OnlineSubsystem");
		// if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
		// {
		//		if (UEBuildConfiguration.bCompileSteamOSS == true)
		//		{
					DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
		//		}
		// }
	}
}

my target.cs

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;
using System.Collections.Generic;

public class steam_trainingTarget : TargetRules
{
	public steam_trainingTarget(TargetInfo Target)
	{
		Type = TargetType.Game;
		bUsesSteam = true;
	}

	//
	// TargetRules interface.
	//

	public override void SetupBinaries(
		TargetInfo Target,
		ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
		ref List<string> OutExtraModuleNames
		)
	{
		OutExtraModuleNames.AddRange( new string] { "steam_training" } );
	}
}


is here any mistakes?