steam sessions

Hi,

I am using a plain 4.8.3. build with a lot of ideas taken from shootergame.
I am trying to get the steam subsystem working, but its not working somehow… If i use the null online system i can perfectly join local games and lan games… I do see the steam overlay on both environments and i am logged in with two separate accounts. I noticed that in the shooter game connections are not that smooth either, but they do work. I activated all logging LogOnlineGame=VeryVerbose and LogOnline=VeryVerbose. Both return no errors and the sessions are created correctly. What could be wrong here? Any other posts about this seem to remain unanswered.

My steps so far:

  • Use steps provided in Online Subsystem Steam | Unreal Engine Documentation and also had a look at A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums.

  • Added latest version of steam sdk v1.32 dll’s for both windows 64/32 bit.

  • Engineconfig:

    Script/Engine.GameEngine]
    !NetDriverDefinitions=ClearArray
    ;+NetDriverDefinitions=(DefName=“GameNetDriver”,DriverClassName=“OnlineSubsystemUtils.IpNetDriver”,DriverClassNameFallback=“OnlineSubsystemUtils.IpNetDriver”)
    +NetDriverDefinitions=(DefName=“GameNetDriver”,DriverClassName=“OnlineSubsystemSteam.SteamNetDriver”,DriverClassNameFallback=“OnlineSubsystemUtils.IpNetDriver”)
    ;+NetDriverDefinitions=(DefName=“DemoNetDriver”,DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")

    [OnlineSubsystem]
    ;DefaultPlatformService=Null
    DefaultPlatformService=Steam
    PollingIntervalInMs=20

    [OnlineSubsystemSteam]
    bEnabled=true
    SteamDevAppId=480
    ;SteamDevAppId=212960
    GameServerQueryPort=27015
    bRelaunchInSteam=false
    GameVersion=1.0.0.0
    bVACEnabled=1
    bAllowP2PPacketRelay=true
    P2PConnectionTimeout=90`

    [/Script/OnlineSubsystemSteam.SteamNetDriver]
    NetConnectionClassName=“OnlineSubsystemSteam.SteamNetConnection”
    AllowDownloads=false

  • build.cs

     	PrivateDependencyModuleNames.AddRange(
     		new string[] {
     			"InputCore",
     			"Slate",
     			"SlateCore",
     			"UMG",
     			"OnlineSubsystem",
     		}
     	);
     	
     	DynamicallyLoadedModuleNames.AddRange(
     		new string[] {
     			"OnlineSubsystemNull",
     			"NetworkReplayStreaming",
     			"NullNetworkReplayStreaming",
     			"HttpNetworkReplayStreaming"
     		}
     	);
    
     	PrivateIncludePathModuleNames.AddRange(
     		new string[] {
     			"NetworkReplayStreaming"
     		}
     	);
     	
     	if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Linux) || (Target.Platform == UnrealTargetPlatform.Mac))
     	{
     		if (UEBuildConfiguration.bCompileSteamOSS == true)
     		{
     			DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
     		}
     	}
     	else if (Target.Platform == UnrealTargetPlatform.PS4)
     	{
     		DynamicallyLoadedModuleNames.Add("OnlineSubsystemPS4");
     	}
         else if (Target.Platform == UnrealTargetPlatform.XboxOne)
         {
             DynamicallyLoadedModuleNames.Add("OnlineSubsystemLive");
         }
    
  • Target.cs

     public MyGameTarget(TargetInfo Target)
     {
     	Type = TargetType.Game;
     	bUsesSteam = true;
     }