Announcement
Collapse
No announcement yet.
UWorks (Steamworks C++/BP)
Collapse
X
-
[RELEASED] UWorks (Steamworks C++/BP)
26Delete7.69%2Poll96.15%25The poll is expired.
Last edited by vlad.serbanescu11; 09-20-2018, 02:44 PM. -
Originally posted by OverRated_AU View PostDoes this plugin offer steam authentication for blueprint?
Comment
-
Very nice Plugin. Just had similar problems in the past months so this plugin comes quite handy for future projects.
How hard would it be to "switch" from your plugin to the default online subsystem if necessary? You are limited to Steam with this but in my case I would need to have one API for Steam as well as for Playstation Network. I think for steam I could use this plugin, but when packaging for Playstation I need to reimplement everything on that side. Or do you Plan to also Support PSN etc. In the future?
Also I would recommend a Code sample for Posting or Getting Player Stats to or from Steam. That was one of the Problems I encountered quite often with the default online subsystem. But as said, after figuring it out it provided me the ability to use one BP for PSN and Steam as well, so that would be nice.
Very cool plugin! (But scratching my head why Epic Games doesnt Do an Update for something that fundamental for Game Developers)
Comment
-
Download Mod Files for a Game, and Loading them.
Loading Inventory & Displaying information
Activating a Achievement, Showing Achievement Progress
Getting Users Steam Name, SteamID, Steam64 ID
Accepting your Client to Auto Connect to a Server via the connect://game/server Link
I can think of a handful more ;d if ya need.
Comment
-
+1 for this being needed, current implementation is stale, feature incomplete, buggy, and not directly fixable in binary forms of the engine.
Although I already spoke with you about how it would slot into a subsystem more cleanly in engine and hope to see that in the future.
Consider supporting me on patreon
My Open source tools and plugins
Advanced Sessions Plugin
VR Expansion Plugin
Comment
-
Sorry for the delayed reply guys!
I've had the pleasure of chatting directly with [MENTION=4285]mordentral[/MENTION] and [MENTION=43786]Bioblaze[/MENTION] via Discord, but I'll still write the replies as it the information may be of interest to anyone.
If anyone else wishes to contact me directly, I will do my best to reply to PMs both on the forum and on Discord, where you can find me as "Vlad".
Originally posted by Stormtiger View PostVery nice Plugin. Just had similar problems in the past months so this plugin comes quite handy for future projects.
How hard would it be to "switch" from your plugin to the default online subsystem if necessary? You are limited to Steam with this but in my case I would need to have one API for Steam as well as for Playstation Network. I think for steam I could use this plugin, but when packaging for Playstation I need to reimplement everything on that side. Or do you Plan to also Support PSN etc. In the future?
Also I would recommend a Code sample for Posting or Getting Player Stats to or from Steam. That was one of the Problems I encountered quite often with the default online subsystem. But as said, after figuring it out it provided me the ability to use one BP for PSN and Steam as well, so that would be nice.
Very cool plugin! (But scratching my head why Epic Games doesnt Do an Update for something that fundamental for Game Developers)
The short answer to your question is that it won't be too easy to switch from the OnlineSubsystem framework to the raw framework exposed by UWorks so your assumption was correct. Generally, if someone is just starting to implement online features, I wouldn't expect them to have any difficulty at all when working with UWorks vs. working with OnlineSubsystem's. It's only a slight difference in workflows. Unfortunately, your particular case is that you have already implemented online features. However, a few days ago, Mordentral was kind enough to suggest encapsulating UWorks in its own OnlineSubsystem (OnlineSubsystemUWorks maybe?). Neither I nor my friend thought of this and it's obvious that it's a great suggestion and, as such, we'll implement a separate module for it in the near future.
I don't have any plans regarding PSN in either way. The reason is simply that I'm not sure what I'm allowed to do and what not, from a legal perspective.
Lastly, Get/Set Player Stats demo it is then! We'll try to implement demos with nice, minimal-styled interfaces. Thanks!
Originally posted by Bioblaze View Post[1] Download Mod Files for a Game, and Loading them.
[2] Loading Inventory & Displaying information
[3] Activating a Achievement, Showing Achievement Progress
[4] Getting Users Steam Name, SteamID, Steam64 ID
[5] Accepting your Client to Auto Connect to a Server via the connect://game/server Link
I can think of a handful more ;d if ya need.
[1] - This is the only entry in your list which we wanted to sell as part of a separate bundle (which also includes the plugin itself, of course) for an extra 20-30E. We have several projects in mind which would make use of this plugin and these represent the main reason why we are willing to sell this plugin for a lower price than expected (the only "semi-similar" plugin that we know is available on the MP is ExtendedOnlineSubsystemFacebook, priced at 144E; UWorks has been submitted for 80E, based on the poll). However, if there are several requests for this, we'll consider offering it out-of-the-box!
[2] - Thanks again for your suggestions regarding this point! As mentioned in private, inventory is the only interface which we haven't tested at all. We'll change that!
[3] - Will do!
[4] - We're offering a library with utilities for our users to interact with various data from Steamworks, SteamIDs and GameIDs being among them. We don't expose 64-bit forms of SteamIDs or GameIDs. We do all the conversions in the back, in both ways (SteamID->Steam64 and Steam64->SteamID) so our customers don't have to! The demo for this library will surely be included out-of-the-box!
[5] - This is also definitely going to be there out-of-the-box (maybe not exactly when the plugin hits the marketplace, but very soon after; a minimal UI might be required). In the demo, this is where I start talking about server registration: https://youtu.be/uGPoHWtcWiU?t=482 . Earlier, I had shown how to grab an individual server's IP:GamePort. The simplest way to achieve connection is simply to combine the two using "open IP:Port". Indeed, as discussed, I agree there are ways to further simplify and improve this process, but I don't have my mind set on any simplification in particular at the moment, apart from the encapsulation within the OnlineSubsystem framework.
Whenever you're ready, hit me with moreI'd like this plugin to offer between 5 and 10 short and sweet demos straight out-of-the-box.
Originally posted by Kris View Post
Originally posted by mordentral View Post+1 for this being needed, current implementation is stale, feature incomplete, buggy, and not directly fixable in binary forms of the engine.
Although I already spoke with you about how it would slot into a subsystem more cleanly in engine and hope to see that in the future.
For me, the most annoying thing about the current implementation of Steamworks, via OnlineSubsystemSteam, was the difficulty in creating a simple dedicated server. The absence and/or bugs of several social features come on a very close second. That's why the 2 were our starting points for this plugin.Last edited by vlad.serbanescu11; 04-06-2017, 06:06 AM.
Comment
-
Sorry but i am super confused on what you offer.
What does Online Inventories cover? Is that the steam inventory system integration and ingame trading? I would buy it as a seperate plugin instead, and i believe many people would pay $60 or more only for that.
And Peer-To-Peer Communication is that VOIP or networking?
- 1 like
Comment
Comment