This plugin is developed for the use case of detecting controller types from steam input, and exposing this functionality as a blueprint call for Unreal Engine.
- Add the unreal editor on steam as a non steam game
- Place a
steam_appid.txtfile (exactly that name: notsteam_app_id.txt) in the START IN directory - if you are not sure the current working directory is working properly, when you open unreal, open the python repl and do
import os
os.getcwd()- The contents of
steam_appid.txtshould be
480
That's an ID of a test game called Spacewar
- Start the Unreal Editor from steam, connect your blueprints and add some print string blocks to verify the controllers are connected properly.
- When unreal exits, the
steam_appid.txtwill vanish, so either change the working directory or be careful to recreate it everytime you terminate Unreal Editor.
- Similar to the unreal editor, add a custom build on steam like so
- Place the same
steam_appid.txtas in the Unreal Editor step, in the START IN directory of the shortcut (e.g. the packaged build's root folder, next to<Game>.sh). Use a Development build if you want logs: Shipping builds write none. - Launch the game, again Spacewar will show as being played on your steam account.
- Make sure your Steam Input section is configured properly
- And when you see your game on your Steam Library, the steam input is enabled
- This plugin was created as a utility for our upcoming video game, Cuprum 2929 and the roadmap of the plugin is closely connected to our specific needs. Feel free to contribute if you'd like, we are open to accepting PRs to complete the blueprint integration with the rest of steam input functionality