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Getting Started

Purchase the Plugin

Purchase the plugin on the Fab Marketplace.


Install the Plugin

After purchasing, the plugin can be downloaded and installed via the Epic Games Launcher. Installation can also be initiated from the Fab website or through the Fab integration inside Unreal Engine.

Once installed, the plugin will appear in your project’s plugin list and can be enabled from there.


Enable Steam Integration Plugin

Once installed, the plugin will be available in Unreal Engine under the Plugins section. Go to Edit → Plugins, search for "PloxTools: Steam Integration", and make sure it’s enabled.


Disable Other Steam Integration Plugins

Only one Steam integration solution should be active in a project at a time.

If your project contains other third-party Steam integration plugins from Fab or external sources, they should be disabled. Multiple Steam plugins may override each other’s initialization logic or interfere with Steamworks callbacks.

Open Edit → Plugins and disable any additional Steam integration plugins before using the PloxTools Steam Integration plugin.


Disable Built-in Steam Plugins

The PloxTools Steam Integration plugin uses the Steamworks SDK directly and does not rely on Unreal Engine’s built-in Steam plugins.

Because of this, the built-in Steam plugins must be disabled, otherwise Unreal Engine will attempt to initialize the Steam API multiple times which will result in a crash.

Please make sure the following plugins are disabled in your project:

  • Online Subsystem Steam
  • Steam Shared Module
  • Steam Controller
  • Steam Sockets
  • Steam Audio

These plugins all depend on Unreal Engine’s Steam subsystem and cannot run at the same time as the PloxTools Steam Integration plugin.

If any of these plugins are enabled, launching the game may result in a crash during startup.


Steamworks Account and App Setup

Before using any Steam functionality in Unreal Engine, your project must be set up in Steamworks.

The plugin does not create or configure Steamworks applications or features. All Steam-related setup is performed through the Steamworks dashboard.

At a minimum, the following is required:

  • A Steamworks developer account
  • A registered Steam application
  • A valid App ID assigned to the project
  • Access to the application for testing from your Steam account

Steam features used by your game, such as Achievements, Leaderboards, Cloud Saves, Rich Presence, and others, must be created and configured in Steamworks before they can be accessed from Unreal Engine.

The plugin acts as a runtime access layer. It communicates with Steam using your App ID and exposes configured services to Blueprint and C++ code. If a feature is missing or misconfigured in Steamworks, related API calls may fail or return no data.

Before testing Steam functionality in Unreal Engine, ensure that:

  • The Steamworks application exists and is published for development
  • The correct App ID is used when running the game
  • The Steam client is running and logged in

This preparation is required regardless of the engine or plugin used.


Official Steamworks Documentation

Steamworks setup and feature configuration are fully documented by Valve and may change over time. For the most up-to-date and detailed instructions, refer to the official Steamworks documentation.

Specific feature documentation can be found under the corresponding sections in the Steamworks docs, such as Achievements, Leaderboards, Cloud Storage, and Rich Presence.


Using Steam Integration in Blueprints

Once the plugin is enabled and your project is properly set up, all Steam functionality becomes available directly in Blueprints.

Steam nodes are exposed under a dedicated Steam category and can be accessed like any other Blueprint nodes:

  1. Right-click anywhere in the Blueprint graph.
  2. Use the search bar or browse the action list.
  3. Open the Steam category to access all functions provided by the plugin.

At this point, the plugin is fully ready for use. You can start calling Steam features from Blueprints or proceed to the individual subsystem sections for detailed usage examples.