# Implementing Steam c++ command as a blueprint node

**URL:** <https://forums.unrealengine.com/t/implementing-steam-c-command-as-a-blueprint-node/411917>\
**Category:** Platform & Builds\
**Tags:** Steam, unreal-engine, CPP, Blueprint, question\
**Created:** [December 10, 2017, 10:54pm UTC](https://forums.unrealengine.com/t/implementing-steam-c-command-as-a-blueprint-node/411917 "2017-12-10T22:54:00Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![Isaac\_S](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Isaac\_S](https://forums.unrealengine.com/u/Isaac_S)\
**Post date:** [January 4, 2018, 3:57pm UTC](https://forums.unrealengine.com/t/implementing-steam-c-command-as-a-blueprint-node/411917/3 "2018-01-04T15:57:33Z")

</div>

Thank you so much for this. I had to walk away from it for a while to let things soak in and have made it most of the way. The game mode has been successfully re-parented to a c++ game mode class. I successfully created a blueprint node (blueprint pure text) using this guide:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

I’m having trouble setting up the code to retrieve the Steam bool function result.

bool BIsDlcInstalled( AppId\_t appID );

Here’s what my .h looks like:

```
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GameMode_DLC.generated.h"

/**
 * 
 */

UCLASS()
class MYGAME_API AGameMode_DLC : public AGameModeBase
{
	GENERATED_BODY()

		UFUNCTION(BlueprintPure, meta = (DisplayName = "Hello World", CompactNodeTitle = "HelloWorld", Keywords = "String Hello World"), Category = Game)
		static FText HelloWorld();
			
};

```

This is my .cpp file:

```
#include "GameMode_DLC.h"

FText AGameMode_DLC::HelloWorld()
{
	return FText::FromString("Hello World");
}

```

 ![225921-helloworldblueprint.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/4/1/b418094005fe953e39aa56e5097c37ee10a0ca37.jpeg)

This is what it looks like before I swap out ftext with the bool function.

Here’s my attempt at inserting the steam function:  
.h file

```
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "GameMode_DLC.generated.h"

/**
 * 
 */

UCLASS()
class MYGAME_API AGameMode_DLC : public AGameModeBase
{
	GENERATED_BODY()

		UFUNCTION(BlueprintPure, meta = (DisplayName = "DLC 1", CompactNodeTitle = "DLC1", Category = Game)
		static bool BIsDlcInstalled( AppId_t appID );
			
};

```

.cpp file

```
#include "GameMode_DLC.h"

bool AGameMode_DLC::BIsDlcInstalled()
{
	return bool::FromString("DLC 1");
}
```

---

_[View the full topic](https://forums.unrealengine.com/t/implementing-steam-c-command-as-a-blueprint-node/411917)._
