Quick answer: Query the bound origin for each action with GetActionOriginFromXboxOrigin or GetDigitalActionOrigins, then fetch the matching glyph PNG with GetGlyphForActionOrigin and draw that.
If a PlayStation pad shows Xbox prompts, your UI is not asking Steam Input what the player actually bound. Steam Input lets users remap freely, so prompts must come from the live binding.
How to fix it
1. Query the bound origin
Use GetDigitalActionOrigins or GetAnalogActionOrigins to find which physical input maps to each game action for the active controller.
2. Fetch the glyph
Call GetGlyphPNGForActionOrigin (or GetGlyphForActionOrigin) to get the correct image for that origin and draw it in your prompt instead of a hardcoded icon.
3. Refresh on remap
Re-query origins when the active controller or action set changes so prompts update immediately after a player remaps in the Steam configurator.
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 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.