Hi there,
So we are looking in to a compliance issue where we aren’t currently checking that the steam user that is playing the game currently owns the game.
Currently User A can have the game in their steam library and then User B on the same PC can sign in to their steam account but run the game by navigating to out games .exe in the steamapps folder. This shouldn’t be allowed if User B doesn’t own the game as well.
I am looking at the steamworks documentation on this subject: User Authentication and Ownership (Steamworks Documentation)
Can someone advise how to do this in UE5.6?
Looking at the code I can see there is an FOnlineAuthSteam which can be grabbed by calling:
FOnlineSubsystemSteam::GetAuthInterface()
But i end up with compile errors when attempting to call any functions from it.
We’ve been currently using the GetEncryptedAppTicketInterface to get our auth tokens but that interface doesn’t implement:
- Call SteamEncryptedAppTicket::BIsTicketForApp to verify that the ticket is for the expected application
Any advice on this matter would be greatly appreciated.
Thanks
Lewis
'OnlineEncryptedAppTicketInterfaceSteam.h' in 'DinnerEditor-OnlineSubsystemSteam-Win64-Debug.dll' was not compiled with Edit and Continue enabled. Ensure that the file is compiled with the Program Database for Edit and Continue (/ZI) option at Project Properties > C/C++ > Debug Information Format.
'AuthenticateUser': is not a member of 'TSharedPtr<FOnlineAuthSteam,ESPMode::ThreadSafe>'
'OnlineEncryptedAppTicketInterfaceSteam.cpp' in 'DinnerEditor-OnlineSubsystemSteam-Win64-Debug.dll' was not compiled with Edit and Continue enabled. Ensure that the file is compiled with the Program Database for Edit and Continue (/ZI) option at Project Properties > C/C++ > Debug Information Format.
'OnlineEncryptedAppTicketInterfaceSteam.h' in 'DinnerEditor-HydraExtras-Win64-Debug.dll' was not compiled with Edit and Continue enabled. Ensure that the file is compiled with the Program Database for Edit and Continue (/ZI) option at Project Properties > C/C++ > Debug Information Format.
The command "..\..\Build\BatchFiles\Build.bat -Target="DinnerEditor Win64 Debug -Project=\"D:\Projects\Dinner\Dinner\Dinner.uproject\"" -Target="ShaderCompileWorker Win64 Development -Project=\"D:\Projects\Dinner\Dinner\Dinner.uproject\" -Quiet" -WaitMutex -FromMsBuild -architecture=x64" exited with code 6.
use of undefined type 'FOnlineAuthSteam'