# Steamworks Workshop Implementation?

**URL:** <https://forums.unrealengine.com/t/steamworks-workshop-implementation/51350>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [January 2, 2016, 10:35pm UTC](https://forums.unrealengine.com/t/steamworks-workshop-implementation/51350 "2016-01-02T22:35:03Z")\
**Posts on this page:** 1\
**Showing post:** 18

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**Author:** ![Motanum](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Motanum](https://forums.unrealengine.com/u/Motanum)\
**Post date:** [April 3, 2017, 11:04pm UTC](https://forums.unrealengine.com/t/steamworks-workshop-implementation/51350/18 "2017-04-03T23:04:15Z")

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I have solved my problem by using AsyncTask() before firing the blueprint node MusicalRangeInstance-\>OnSteamOverlayIsActive();

I have written an extensive guide on how to get Steam Overlay to pause the game.

> **[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...

The idea was that this would help me better understand Steamworks and get some practice for the Workshop Setup.

Cheers!

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_[View the full topic](https://forums.unrealengine.com/t/steamworks-workshop-implementation/51350)._
