Steamworks Documentation
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steam_api.h

One alternative is to call SteamAPI_RunCallbacks from the main thread only, and call [api]steam_api::SteamAPI_ReleaseCurrentThreadMemory[/api] regularly on other threads. [subsection=SteamAPI_SetMiniDumpComment]SteamAPI_SetMiniDumpComment[/subsection] [code=cpp]S_API void S_CALLTYPE SteamAPI_SetMiniDumpComment( const char *pchMsg );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchMsg[/b][/td][td]const char *[/td][td]The message to attach to the minidump. …

[/td][/tr] [tr=k_EBroadcastUploadResultRelayFailed][td][b]k_EBroadcastUploadResultRelayFailed[/b][/td][td]9[/td][td]Relay dropped the upload.[/td][/tr] [tr=k_EBroadcastUploadResultSettingsChanged][td][b]k_EBroadcastUploadResultSettingsChanged[/b][/td][td]10[/td][td]The client changed broadcast settings.[/td][/tr] [tr=k_EBroadcastUploadResultMissingAudio][td][b]k_EBroadcastUploadResultMissingAudio[/b][/td][td]11[/td][td]Client failed to send audio data.…

ISteamInput Interface

[/td][/tr] [tr][td][b]actionSetHandle[/b][/td][td][apitype]ISteamInput::InputActionSetHandle_t[/apitype][/td][td]The handle of the action set you want to activate.…

[/td][/tr] [tr][td][b]actionSetLayerHandle[/b][/td][td][apitype]ISteamInput::InputActionSetHandle_t[/apitype][/td][td]The handle of the action set layer you want to activate.…

ISteamUGC Interface

[/td][/tr] [tr][td][b]pTags[/b][/td][td]const [apitype]ISteamRemoteStorage::SteamParamStringArray_t[/apitype] *[/td][td]A set of tags where at least one of the tags must attach to the UGC.[/td][/tr] [/table] Adds the requirement that the returned items from the pending UGC Query have at least one of the tags in the given set (logical "or"). …

[/td][/tr] [/table] Gets info about currently installed content on the disc for workshop items that have [code-inline]k_EItemStateInstalled[/code-inline] set. Calling this sets the "used" flag on the workshop item for the current player and adds it to their [code-inline]k_EUserUGCList_UsedOrPlayed[/code-inline] list. …

Step by Step: Achievements

[/list] [subsection]Base Game Set[/subsection] Every game has a [b]Base game achievements[/b] set. Achievements that aren't assigned to another set belong to the base game set, so if you don't create any additional sets, all of your achievements are in the base game set. …

[subsection]Deleting a Set[/subsection] Open the set's menu and choose [b]Delete set[/b]. You must move or delete all achievements in a set before you can delete it. …

Steam Workshop Item Versioning

There are two ways that Workshop items can get version information set: Mod authors can set this information, or your uploader tool can set this information. [olist] [*][b]Mod authors can set supported versions[/b] - Mod authors in the Steam Workshop can set version support by visiting the item history page and using the UI to configure which versions of the game work for each version of their Workshop item. [*][b]Your Workshop uploader can set supported versions[/b] - If your Workshop item uploader tool can validate support for an item, you can automatically mark it as supporting the appropriate versions, or you can build UI to make it easy for the mod author to choose supported versions and ranges at time of upload. …

If the [i]minimum[/i] branch is not set, then the item is valid for all Steam branches older than the [i]maximum[/i] branch, and vice-versa for when the [i]maximum[/i] branch is not set. …

Developer/Publisher Homepage Tools Update

This sets the content of your homepage to public so that it can be loaded in the Steam store. [*]Set that homepage as active - Return to the main admin dashboard for your homepage, with 'creator home v2' selected in the left-hand set of options. …

Easily add a set of games, organized as a grid or carousel. You can populate the set of games by manually entering individual games, or have it populate automatically based on criteria or filters. …

Steam Workshop Implementation Guide

This metadata can be returned from queries without having to download and install the actual content. [*] [api]ISteamUGC::SetItemVisibility[/api] - Sets the visibility of an item. [*] [api]ISteamUGC::SetItemTags[/api] - Sets arbitrary developer specified tags on an item. [*] [api]ISteamUGC::AddItemKeyValueTag[/api] - Adds a key-value tag pair to an item. …

This will only return workshop items that have a key = [param]pKey[/param] and a value = [param]pValue[/param]. [*] [api]ISteamUGC::SetReturnOnlyIDs[/api] - Sets whether to only return IDs instead of all the details on a pending UGC Query. This is useful for when you don't need all the information (e.g. you just want to get the IDs of the items a user has in their favorites list.) [*] [api]ISteamUGC::SetReturnKeyValueTags[/api] - Sets whether to return any key-value tags for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnLongDescription[/api] - Sets whether to return the full description for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnMetadata[/api] - Sets whether to return the developer specified metadata for the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnChildren[/api] - Sets whether to return the IDs of the child items of the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnAdditionalPreviews[/api] - Sets whether to return any additional images/videos attached to the items on a pending UGC Query. [*] [api]ISteamUGC::SetReturnTotalOnly[/api] - Sets whether to only return the total number of matching items on a pending UGC Query. -- The actual items will not be returned when [api]ISteamUGC::SteamUGCQueryCompleted_t[/api] is called. [*] [api]ISteamUGC::SetLanguage[/api] - Sets the language to return the title and description in for the items on a pending UGC Query. [*] [api]ISteamUGC::SetAllowCachedResponse[/api] - Sets whether results to be will be returned from the cache for the specific period of time on a pending UGC Query. …

Unreal Engine

LinuxArm64 should now appear as a platform choice under the [b]Platforms[/b] button. [subsection]Project Settings[/subsection] In addition to the project settings in the previous section of the documentation, it is also recommended that you change the [b]Targeted RHI[/b] setting in your Project Settings under [b]Platforms - Linux[/b] to [b]Vulkan Mobile (ES3.1)[/b] and disable [b]Vulkan Desktop (SM5)[/b]. …

[/i] To fix this, you must manually specify the project uses a lower SDK/NDK level, and rebuild. In your Project’s settings. Go to [b]Edit > Project Settings > Android SDK > NDK API Level[/b] and set it to [b]android-30[/b] (or, in the future, whichever version is specified after the [b](current version is #XX)[/b] portion of the error). …

ISteamHTTP Interface

[/td][/tr] [tr][td][b]pchHost[/b][/td][td]const char *[/td][td]The host to set this cookie for.[/td][/tr] [tr][td][b]pchUrl[/b][/td][td]const char *[/td][td]The url to set this cookie for.[/td][/tr] [tr][td][b]pchCookie[/b][/td][td]const char *[/td][td]The cookie to set.…

Use [api]ISteamHTTP::SetHTTPRequestAbsoluteTimeoutMS[/api] if you need a strict maximum timeout. [b]Returns:[/b] bool Returns [b]true[/b] upon successfully setting the timeout. …

Builds

By default, the only branch defined is Default. If a game is already released, and you choose to set a build live, anyone who owns the game will receive that update in that build (so make sure that you're ready to release an update when you set it live). …

[docimg=setBuildPublic_2.png]setBuildPublic.png[/docimg] [section=Authorizing_Default_Build_Updates]Authorizing Default Build Updates[/section] If your game is released, then any builds set live on your default branch will require an additional authorization step. …

Enhanced Rich Presence

[b][code-inline]*[/code-inline][/b] To define the string to display in Steam friends list and chat, set the [code-inline]steam_display[/code-inline] key/value in [url=https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence]SetRichPresence[/url]. …

[docimg=party_rp.jpg]When friends playing together are grouped, others know if there is room for them to join[/docimg] [b][code-inline]*[/code-inline][/b] To define the grouping of players in the Steam friends list and chat, set the [code-inline]steam_player_group[/code-inline] and [code-inline]steam_player_group_size[/code-inline] key/values in [url=https://partner.steamgames.com/doc/api/ISteamFriends#SetRichPresence]SetRichPresence[/url]. …

Sale Page Section: Apps And Bundles

You will most likely have multiple sections of this type that are populated with different sets of games. [section]Setting Up: Linked App List[/section] If your sale contains more than about 20 games, you may want to use the Linked App List to define the full set of games to include on your page. …

[docimg=sectionType_Items.jpg]sectionType_Items.jpg[/docimg] Showing a 4-row grid set to display "2/3/4/3" format [subsection]Display as a carousel[/subsection] If you set a section to appear as a carousel, any items that do not fit in the initial display will accessible by click the right or left arrows that appear next to the section. …

ISteamGameServer Interface

[subsection=SetGameData]SetGameData[/subsection] [code=cpp]void SetGameData( const char *pchGameData );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchGameData[/b][/td][td]const char *[/td][td]The new "gamedata" value to set. …

[subsection=SetGameTags]SetGameTags[/subsection] [code=cpp]void SetGameTags( const char *pchGameTags );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchGameTags[/b][/td][td]const char *[/td][td]The new "gametags" value to set. …

Livestreaming a Game Demo to the Steam Store

Make sure to specify [b]keyframe interval[/b] parameter to 2, as that is a critical requirement for uploading streaming content to Steam. The other settings defaults will be fine. More details on Steam's requirement for those other setting can be found [url=https://partner.steamgames.com/doc/store/broadcast/setting_up#encoding]here[/url]. [docimg=2020-03-10_22-32-11.png]2020-03-10_22-32-11.png[/docimg] [*] You are set for streaming. You can close the setting panels and start streaming. You can return to the [url=https://steamcommunity.com/broadcast/upload]broadcast upload settings page[/url] while logged in as the streaming account to see statistics about your broadcast, any diagnostic error messages, and to find a link to the stream on Steam Community. …

Stats and Achievements

. [*] [b]API Name[/b] - The string used to access this stat using the API. [*] [b]Set By[/b] - Sets who can modify the stat. The default is Client. For more see [doclink=#game_server_stats][/doclink]. [*] [b]Increment Only[/b] - If set, this stat is only allowed to increase in value over time. [*] [b]Max Change[/b] - If set, sets a limit on the amount that the stat's value can change from one SetStat call to the next. [*] [b]Min Value[/b] - If set, the minimum numerical value this stat may take. …

This is to help ensure consistency and to avoid making it possible for a malicious game server to set anyone's stats at any time. Given the restriction, it is important not to wait until the end of a round to set stats. Set them continuously so you can store them as a user quits. …

General Concepts

[subsection]Action Set Layers[/subsection] Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. …

These can consist of setting changes as well as adding or removing bindings from the base action set. More than one layer can be applied at a time and will be applied consecutively. …

Steam Remote Play

For example, if you wanted to add a menu actionset, you could do it like this: [docimg=TouchBindings_1.PNG]TouchBindings_1.PNG[/docimg] [docimg=TouchLayoutMenu.png]TouchLayoutMenu.png[/docimg] [code=cpp] #include "steam/isteaminput.h" void GameInit() { SteamInput()->Init(); } void GameQuit() { SteamInput()->Shutdown(); } void GameLoop() { GameInit(); while ( bRunning ) { const InputActionSetHandle_t k_ActionSetGame = 1; const InputActionSetHandle_t k_ActionSetMenu = 2; SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, BInMenu() ? k_ActionSetMenu : k_ActionSetGame ); ... } GameQuit(); } [/code]…

How to upload Android APKs to Steam

[section]Step 1 - Setup New App[/section] Follow these [doclink=sdk/uploading#Initial_Setup_New_App]general instructions[/doclink] for setting up a new app on Steam. Then from your [b]App Admin[/b] page, click [b]Edit Steamworks Settings[/b] under [b]Technical Tools[/b]. [docimg=steamworks_settings.png]steamworks_settings.png[/docimg] [section]Step 2 - Set Supported Operating Systems[/section] Navigate to the [b]Application > General[/b] tab for your app, and check [b]Android [/b] under [b]Supported Operating Systems[/b]. …

Steam Community Items

You must set the minimum playtime required to earn a card under the badge's card drop settings. Images Required: [list][*][b]Type:[/b] Large Card Images [b]Format:[/b] 1920px x 1080px JPG, smaller than 350KB. …

[subsection=badges]Badges[/subsection] When a user collects the entire set of cards, they are able to craft a badge. There are 5 regular badges and one foil badge. Level 1 requires collecting the set 1 time, and 5 times for Level 5. …

ISteamGameServerStats Interface

[b]NOTE:[/b] This will work only on achievements that game servers are allowed to set. If the "Set By" field for this achievement is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. …

[b]NOTE:[/b] This will work only on achievements that game servers are allowed to set. If the "Set By" field for this achievement is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. …

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