Pro Includes: Steam Platform Support + Epic Games Store Platform Support.
๐ฅ About
This plugin allows you to integrate Steam and Epic Games Store DLC systems into your project using a single, modular blueprint node. It's designed to fit seamlessly into any project, offering both ease of use and powerful features
โ Features(Steam Platform):
Check if DLC and/or the game is purchased and installed on the players Steam account.
Open the store page for targeted game or DLC via the Steam overlay with a single blueprint node.
Ability to open any webpage such as your games website, a social media profile, or anything else you might have all from a single blueprint node within the Steam overlay.
Anti-Piracy protection by allowing you to code your game logic with Steam client ownership verification.
โ Features(Epic Games Store Platform):
Check if DLC or game is purchased on players epic games account.
Open a checkout window within the epic games store overlay for quick in-game purchases(EGS Only).
Ability to quickly and easily add microtransactions to your game via Epic Games Store.
Anti-Piracy protection by allowing you to code your game logic with Epic Games Store ownership verification.
Retrieve information about the game and its DLC such as its price, title, description, release/expiration date, and more from within blueprints, great for automating widget changes for an in-game store such as automatic price changes from a sale.
Login the player automatically from the Epic Games launcher to enable overlay and other EGS online features with a single node.
Important note:Epic Games Store functionality is only supported on engine versions 5.0 and up.
I am going to start working on a new V4 update for DLC In Blueprints that aims to add support for more platforms, simplify nodes, and make the plugin support platform switching.
New features planned:
PS5 DLC Support.
Potential IOS DLC Support.
New platform switcher function and project settings setter for packaging.
New blueprint nodes that ease creating success and failure events.
Still looking into if this is possible, but a potential cloud backend for verifying steam ownership since steam SDK has security issues that pirates exploit. Due to server costs this feature may require a subscription each month for use with viral games, it will likely have a free tier though for non viral games.
Better engine config support, so you dont need to manually swap it everytime.
Iโve been using this Plugin for quite some time now and itโs amazing that you keep adding more features way above the initial scope of the plugin. Canโt wait to use those too when porting my game outside of Steam!
Unfortunately Iโve noticed some console errors since updating to V3 and would very much appreciate if the fix could be applied to 5.5.X as soon as possible. They donโt seem to be causing any crashes but you know, us Devโs hate seeing red in our console.
Console Errors:
LogClass: Error: Int64Property FOffersStruct::RegularPrice is not initialized properly. Module:DLCInBlueprints File:Subsystem/EOS_Subsystem.h
LogClass: Error: Int64Property FOffersStruct::NumericPrice is not initialized properly. Module:DLCInBlueprints File:Subsystem/EOS_Subsystem.h
LogAutomationTest: Error: LogClass: Int64Property FOffersStruct::RegularPrice is not initialized properly. Module:DLCInBlueprints File:Subsystem/EOS_Subsystem.h
LogAutomationTest: Error: LogClass: Int64Property FOffersStruct::NumericPrice is not initialized properly. Module:DLCInBlueprints File:Subsystem/EOS_Subsystem.h
Sure thing, I will get a patch made on Monday or Tuesday for this. Thank you for reporting it, the error suggests itโs because I donโt have preset values in them which might be something is now enforcing in the compiler.
Hey danny, I submitted a patch to fab review for engine version 5.5 that should address this packaging error popping up. if It still occurs on your end let me know and I will look into it further.
Please allow 24-48 hours for fab to approve the update. It likely should be released by May 27th 2025.