Steamworks error on packaging

I’ve copied the dlls from redist_bin of the sdk to the proper locations in the engine.
I have changed ini files properly
Game build cs : http://prntscr.com/bur5vg
Game target cs: http://prntscr.com/bur630
OnlineSubsystemSteam.cpp : http://prntscr.com/bur7b7
Engine version: 4.11.2-release (github)

I still get error on packaging (this applies to Win32,Win64 as well as Linux):

LogOnline:Display: STEAM: Loading Steam SDK 1.32
LogOnline:warning: STEAM: Steam API disabled!
LogOnline:Display: STEAM: OnlineSubsystemSteam::Shutdown()

This happened in 4.9.2-release as well so I changed versions just to check if it was a specific bug. I do all my testing on a separate (test) branch on steam (upload->download update through steam->play) so I don’t have to copy the steam binaries near my game binaries(?).

I have followed Epic’s tutorial on docs, rama’s tutorial on the community wiki, allar’s tutorial on his blog as well as chatted with a big amount of slackers. The error is still there. Any ideas?

have you copied the .dll’s from steam? there is more than the sdk. and check whether its in the right path. steamworks folder appears more than just one time in the engine folder.

I have copied the dlls to the locations: Engine\Source\ThirdParty\Steamworks\Steamv132\sdk\redistributable_bin(win32,win64,linux32,linux64) , am I missing something?
linux32 and 64 contains libsteam_api.so
win64 contains steam_api64.dll , steam_api64 (object file library), steamclient64.dll , tiers_s64.dll, vstdlib_s64.dll
win32 contains steam_api.dll , steamclient.dll , tiers_s.dll, vstdlib_s.dll

@Zarkopafilis: Have you tried to use this: Steam Setup Utility - Blueprint - Epic Developer Community Forums

No and I would really not like to. For the sake of getting it to work I will dig into it’s provided source to checkout what’s going on and then write a wiki post on how to do it manually because it’s been almost a month since I started to try to integrate steam. @MajekPL don’t think this post is over, keep the conversation going xP

youre sure it belongs in source and not in binaries? as said there are more steamwork folders and I accidently once placed it in the wrong one. im not at home atm but I can check it for you later.

On Source/ThirdParty I got the full sdk copied
On Binaries I got the actual dlls etc on their own

It seems to work now , but it gives me these errors on packaging: LogOnline: Display: STEAM: Loading Steam SDK 1.32
LogOnline:Warning: STEAM: Steam API disabled!
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline:Warning: Unable to create OnlineSubsystem module Steam
LogOnline:Warning: Unable to load default OnlineSubsystem module Steam, using NULL interface

Although, whenever I run the game with bRelaunch into steam set to true, it opens correctly inside the steam client with the proper appid. I have yet to test achievements but if achievements work I believe I am good to go. WIP wiki post : A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

I read somewhere that ue4 is using Null Online Subsystem while testing in the editor even if you have Steam enabled so it prints out those warnings but it should work fine in the packaged game.

It seems that this happened. Do you know how the achievement’s progress works inside the engine?

For these achievements: Screenshot by Lightshot

My DefaultEngine.ini at [OnlineSubsystemSteam] contains the following:
Achievement_0_Id=“ACH_CRUEL_WORLD”
Achievement_1_Id=“ACH_NOVICE”
Achievement_2_Id=“ACH_GETTING_CLOSER”
Achievement_3_Id=“ACH_TRUE_RUNNER”
Achievement_4_Id=“ACH_THROW_UP”
Achievement_5_Id=“ACH_HIGHER”
Achievement_6_Id=“ACH_NEED_BOOST”
Achievement_7_Id=“ACH_NEED_SLOW”
Achievement_8_Id=“ACH_SAVAGE”
Achievement_9_Id=“ACH_LONG_LASTING”
Achievement_10_Id=“ACH_DETERMINED”
Achievement_11_Id=“ACH_CANT_BOMB”
Achievement_12_Id=“ACH_DEAD_END”

…I hope I am doing it right. Also, I am worried about the Progress variable on the write achievement progress node (after caching - Screenshot by Lightshot). I can specify this (look @ progress stat) Screenshot by Lightshot on steam partner. Should I add values to increase the current progress based on this min and max or is it mandatory to use percentage (max = 100% on all - assuming the min and max happens only for eye candy on the steam overlay and site)?

I am not sure, I never really looked into achievements and how they work so I can’t answer your question.

do you package the game ? and then steam doesn’t work?

I got the steam overlay to show up on both standalone game (in editor) and shipping binary. But achievements are yet to work. Every time I try to eitehr write progress I get the fail pin to execute or whenever I try to get progress of a specific one I get that the ID is not found

do you have greenlight and a game ID already? I read once that you need your own ID and not the default one for the achievements to work.

Yes, I have. The game is already launched in steam. I have replaced every 480 with my appID as well as the relaunch app id on OnlineSubsystemSteam.cpp

Ever get this to work?