Is steam workshop integration fully supported yet?
Announcement
Collapse
No announcement yet.
UWorks (Steamworks C++/BP)
Collapse
X
-
Originally posted by OpticalShadows View PostIs steam workshop integration fully supported yet?
Off-topic: Epic has asked for even more comments for USTRUCTs, UENUMs, UPROPERTYs and UCLASSs so I'll be uploading a new version very soon.
Comment
-
I am a little confused on the setup. I am following the steamworks API flowchart page found here
I am running into two problems. I can't seem to find SteamUGCQueryCompleted_t and the Send Query UCG Request says it should take a UCGQueryHandle however the blueprint node only takes in UWorksInterfaceClientUSG shown here:
Comment
-
Originally posted by vlad.serbanescu11 View PostI've modified and resubmitted the plugin, as well as re-uploaded it on Gumroad and put it back up for sale. There are now absolutely zero legal concerns as it now relies 100% on the engine's built-in Steamworks module. This change comes with the following minor disadvantages for the current and future releases of this product:
• For binary/launcher versions of the engine, server-specific functionality requires 3 specific libraries to be copied manually to a particular folder in your engine. For the time being, please refer to this guide: https://allarsblog.com/2016/02/25/ba...amintegration/ at the section called "Note About Dedicated Server Support" which is located in the 2nd half of the page.
• For all engine builds: version control over the Steam SDK is now out of my hands. This is not expected to cause issues for the foreseeable future (1y+), but has the potential of becoming a minor inconvenient over time, as UWorks is now directly dependent on how often the engine team updates the Steam SDK. In any case, if the built-in engine version of the SDK ever turns into a problem, I will create a short guide on how to obtain and install the latest Steam SDK to the engine.
Been waiting for something like this and it will be more than well worth the money. The fact it even supports BP is just icing on the cake.
Great job guys, hope it gets accepted ASAP!
Comment
-
Originally posted by OpticalShadows View PostI am a little confused on the setup. I am following the steamworks API flowchart page found here
I am running into two problems. I can't seem to find SteamUGCQueryCompleted_t and the Send Query UCG Request says it should take a UCGQueryHandle however the blueprint node only takes in UWorksInterfaceClientUSG shown here:
[ATTACH=CONFIG]152571[/ATTACH]
Let me know how it goes!
Originally posted by Dealman View PostThanks for the effort, was really sad to see this being rejected but at the same understand them wanting to avoid any legal concerns no matter how small or big. Much prefer the Marketplace than Gumroad, so will wait until it gets accepted. Hopefully they'll do a better job keeping the Steam SDK up to date now that this plugin may become available. One would think that's the least they can do for saving them a huge amount of time and effort fixing their sorry excuse for Steam implementation(how come this is not of their interest seeing as how ridiculously huge Steam is?).
Been waiting for something like this and it will be more than well worth the money. The fact it even supports BP is just icing on the cake.
Great job guys, hope it gets accepted ASAP!
So thanks for the very kind words! I hope it gets accepted soon too!
Comment
-
Version 17-02 is now live on Gumroad and submitted to Epic! The main objectives of this version were to fix some issues and add more comments (yes, #Epic). You can find the notes here: https://www.dropbox.com/s/l8ptzhtv1m...es-02.txt?dl=0
Comment
-
Originally posted by vlad.serbanescu11 View PostHey! That node is actually correct, the SendQueryUGCRequest() is an asynchronous call so that BP node returns a pointer to an object of type UUWorksRequestClientSendQueryUGCRequest which manages this call (the "Register CallResult" step is done by it, in the back). You need to use SetInput() to input the handle, bind OnRequestCompleted and then Activate(). There should be a comment on top of the node explaining this entire mechanism in detail. If not, you're probably using an older version and you can check the UWorksDemo video from the OP and the server browser example from the plugin's "Content" folder.
However I am having trouble grabbing the Name of the Steam User that created the item. None of these options give me a user friendly string.
Comment
-
Originally posted by OpticalShadows View PostThis worked thank you!
However I am having trouble grabbing the Name of the Steam User that created the item. None of these options give me a user friendly string.
[ATTACH=CONFIG]152679[/ATTACH]
You probably want to use this: https://partner.steamgames.com/doc/a...serInformation
Code:/** * Requests the persona name and optionally the avatar of a specified user. * * It's a lot slower to download avatars and churns the local cache, so if you * don't need avatars, don't request them. * * (P) SteamIDUser - The user to request the information of. * (P) bRequireNameOnly - Retrieve the Persona name only (true)? Or both the * name and the avatar (false)? * * (R) Triggers a PersonaStateChange_t callback. True means that the data has * been requested and a PersonaStateChange_t callback will be posted when it's * retrieved. False means we already have all the details about that user, and * functions that require this information can be used immediately. */ UFUNCTION(BlueprintCallable, Category = "UWorksCore||Client||Friends||Imports") bool RequestUserInformation(FUWorksSteamID SteamIDUser, bool bRequireNameOnly);
Comment
-
Versions 17-03 and 16-03 are now live on Gumroad! I will not submit these to Epic until it gets accepted (assuming it will ever get accepted). This is a massive update which adds about 100 new files and 14.000 new lines on top of the original 30.000 lines. The bulk of these additions are represented by 2 new asynchronous workflows (see screenshot below) and the OnlineSubsystemUWorks module (this currently has empty implementation and is essentially a big and well organized skeleton at this point). You can find the notes here: https://www.dropbox.com/s/u8bjdv8mkwukyny/UWorks-Notes-03.txt?dl=0
Comment
-
Which engine versions does this plugin support?Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
Comment
-
Originally posted by John Alcatraz View PostWhich engine versions does this plugin support?
Off-topic: Updated thread stating which files are available and the change of plans with the documentation.
Comment
-
Originally posted by vlad.serbanescu11 View Post
4.16/4.17 are currently up on Gumroad. As far as I know there are a few customers still using it on 4.15, but I removed the old 4.15 versions and haven't uploaded newer ones for it (though I sent a few "private" versions to 3 people recently). Should I compile a 4.15 one?Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
Comment
-
Originally posted by John Alcatraz View Post
Does the plugin include the source? So, is it possible to compile it with any custom engine versions between 4.15 and 4.17?
Comment
-
Originally posted by vlad.serbanescu11 View Post
Yep, full source code included so yes, you're definitely free to recompile it for custom engines. I tend to recommend everyone to join the Discord before buying so they can form an impression reading what other users and I have talked about and/or the announcements so far. It's around 80 people at the moment.Last edited by John Alcatraz; 09-07-2017, 12:20 AM.Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
Comment
Comment