Quick answer: Complete the trio: enable the plugin, add the OnlineSubsystemSteam config block with your App ID, and test the packaged build launched with Steam running (spacewar 480 for development).

Overlay absent, sessions failing, achievements dead — in UE that means the Steam OSS never initialized. It needs plugin, config, and environment together. Here is the checklist.

How to fix it

1. Enable and configure together

Enable the Online Subsystem Steam plugin AND add the config block in DefaultEngine.ini (NetDriver, DefaultPlatformService=Steam, SteamDevAppId) — the plugin without config silently falls back to the null subsystem.

2. Develop against 480

App ID 480 (Spacewar) lets you test sessions before your own App ID is live — switch to the real ID for release and keep the two configs clearly separated.

3. Test packaged, launched correctly

PIE does not exercise Steam like a packaged build — test the packaged game with the Steam client running; for shipped builds, launching through Steam provides the context the subsystem expects.

4. Read the OSS logs

Launch with -log and check LogOnline lines at startup — 'STEAM: Steam API disabled!' or missing-interface messages name exactly which leg of the setup is absent.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.