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Download Steam Leaderboard Entries

Blueprint node screenshot

Asynchronously downloads leaderboard rows for the chosen scope (Global, Global Around User, or Friends). Returns a compact Entries Data handle + row count. Use Get Downloaded Leaderboard Entry to read individual rows.

Inputs

Pin Type Description
Leaderboard Handle FSAL_LeaderboardHandle Handle from Find or Create (must be valid).
Request Type Enum (Global / Global Around User / Friends) Selects the scope of results.
Range Start int32 For Global: 1-based start rank. For Global Around User: negative offset (e.g. -5). Ignored for Friends.
Range End int32 For Global: 1-based end rank. For Global Around User: positive offset (e.g. +5). Ignored for Friends.

Outputs

Pin Type Description
On Success Exec Fired when rows are downloaded successfully.
On Failure Exec Fired on I/O failure, invalid handle, or bad range.
Entries Data (On Success) FSAL_LeaderboardEntriesData Container holding all downloaded rows and request metadata. Pass this into Get Downloaded Leaderboard Entry.
Entry Count (On Success) int32 Number of rows that were actually downloaded. Use as the max index when iterating.

Usage

  • Call Download Steam Leaderboard Entries with your desired Request Type and range.
  • On Success, store the Entries Data and Entry Count.
  • Loop from Index = 0 .. EntryCount - 1 and call Get Downloaded Leaderboard Entry to retrieve each row struct (SteamID, PlayerName, GlobalRank, Score, Details[], UGC data, etc.).

Notes

  • Global uses absolute ranks: (Range Start .. Range End) are 1-based.
  • Global Around User centers on the local player: use a negative start and positive end (e.g., -5 .. +5).
  • Friends ignores ranges and returns only Steam friends who have entries.
  • Details (int32 array) are fetched internally up to a reasonable max; you don't need to provide a Details Max pin anymore.
  • Reuse the same Leaderboard Handle across upload/download to avoid extra lookups.