Overview
PloxTools: Steam Integration provides a complete Steamworks integration for Unreal Engine 5 projects on Windows and macOS.
- Current plugin version: 1.6
- Fab Marketplace: Steam Integration & Multiplayer
The plugin exposes Steam functionality through easy-to-use Blueprint and C++ APIs, while handling Steamworks SDK initialization, callbacks, lifecycle management, networking integration, and Unreal-friendly data conversion internally.
It includes two main parts:
- Runtime Steam Integration — Steamworks features used directly by your game, including achievements, stats, leaderboards, cloud saves, friends, multiplayer, lobbies, voice chat, Steam Input, DLC, overlay, rich presence, screenshots, user information, and utility functions.
- Steam Publishing Tool — an editor-only workflow for packaging Unreal Engine projects and uploading builds to Steam through SteamCMD.
Supported Steam Features
Gameplay and Player Data
Multiplayer and Social
Steam Platform Features
All runtime features follow consistent Blueprint and C++ usage patterns, making it possible to use only the parts of Steamworks that your project needs.
Multiplayer
The plugin includes a high-level Multiplayer system built on Steam networking.
It can handle hosting and joining multiplayer games, Steam lobby creation, player connections, and Unreal Engine server/client travel as a single workflow.
The lower-level Lobbies API is also available separately for projects that need direct control over Steam lobbies or use their own networking flow.
Voice Chat integrates with the Multiplayer system and also supports proximity-based voice communication.
Steam Publishing Tool
The plugin also includes the Steam Publishing Tool, which is completely separate from the runtime Steam APIs.
It runs inside the Unreal Editor and can:
- Install and configure SteamCMD
- Authorize a Steam account
- Package the Unreal Engine project
- Generate SteamPipe build files
- Upload builds to Steam
For publishing documentation, start with Steam Publishing Tool Overview.
Where to Start
If you are using the plugin for the first time, start with Getting Started.
After setup, use Testing to verify that Steam initializes correctly in your project.
From there:
- Use Blueprint Usage to understand the general Blueprint workflow.
- Use C++ Usage for native C++ integration.
- Open the documentation for the Steam feature you want to use.
- Use Steam Publishing Tool when you are ready to package and upload builds to Steam.
- Use Technical Reference to check shared enums and structures.
- Use FAQ for common setup, testing, and usage questions.