Thank you so much for this. I had to walk away from it for a while to let things soak in and have made it most of the way. The game mode has been successfully re-parented to a c++ game mode class. I successfully created a blueprint node (blueprint pure text) using this guide:
I’m having trouble setting up the code to retrieve the Steam bool function result.
bool BIsDlcInstalled( AppId_t appID );
Here’s what my .h looks like:
#pragma once #include "CoreMinimal.h" #include "GameFramework/GameModeBase.h" #include "GameMode_DLC.generated.h" /** * */ UCLASS() class MYGAME_API AGameMode_DLC : public AGameModeBase {	GENERATED_BODY()	UFUNCTION(BlueprintPure, meta = (DisplayName = "Hello World", CompactNodeTitle = "HelloWorld", Keywords = "String Hello World"), Category = Game)	static FText HelloWorld(); };  This is my .cpp file:
#include "GameMode_DLC.h" FText AGameMode_DLC::HelloWorld() {	return FText::FromString("Hello World"); }   This is what it looks like before I swap out ftext with the bool function.
Here’s my attempt at inserting the steam function:
 .h file
#pragma once #include "CoreMinimal.h" #include "GameFramework/GameModeBase.h" #include "GameMode_DLC.generated.h" /** * */ UCLASS() class MYGAME_API AGameMode_DLC : public AGameModeBase {	GENERATED_BODY()	UFUNCTION(BlueprintPure, meta = (DisplayName = "DLC 1", CompactNodeTitle = "DLC1", Category = Game)	static bool BIsDlcInstalled( AppId_t appID ); };  .cpp file
#include "GameMode_DLC.h" bool AGameMode_DLC::BIsDlcInstalled() {	return bool::FromString("DLC 1"); } 