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Steamapi Writeminidump __hot__ < Working – WALKTHROUGH >

The Steam Deck runs Linux and uses Proton (a Wine‑based compatibility layer). Because SteamAPI_WriteMiniDump is Windows‑only, it simply does nothing on Steam Deck. However, there is a deeper issue: the underlying Windows API MiniDumpWriteDump (which Unreal Engine uses internally) can crash or hang on Proton, preventing any crash report from being generated at all. This is a known problem and remains unresolved as of Proton 9.0. If you support Steam Deck, you should implement a cross‑platform crash handler (e.g., Crashpad) that works on Linux natively.

One important restriction: values larger than ten million (10,000,000) will cause error reporting to fail. Keep your build IDs within a reasonable range.

Are you using , or are you collecting dumps manually? SteamAPI WriteMiniDump

“Note: Steam Error Reporting is nearing its End‑Of‑Lifetime and only limited support is available.”

A mini dump is a compact file containing critical information about a process at the moment of a crash: the call stack, loaded modules, exception details, and system state. Unlike full memory dumps that can reach gigabytes, mini dumps are typically just a few megabytes, making them practical for automatic uploads. The Steam Deck runs Linux and uses Proton

: Developers can view organized crash reports on the Steamworks portal at no extra cost. Implicit Triggers

Tonight, he decided to fight fire with fire. He wrote a small tool to intercept the crash—a debugger’s debugger. He launched the game, flew his own ship into the most chaotic boss fight, and waited. This is a known problem and remains unresolved

// Set in WinMain: SetUnhandledExceptionFilter(CrashHandler);

| What is it? | Writes and uploads a minidump to Steam when your 32‑bit Windows game crashes. | |-------------|--------------------------------------------------------------------------------| | | For legacy 32‑bit Windows games where you want automatic crash aggregation. | | Limitations | 32‑bit only; no support for Linux, macOS, or 64‑bit Windows. | | Key pitfalls | Build ID > 10M, missing SEH compiler flags, no uploads until 10 crashes. | | Future | Deprecated; use modern cross‑platform crash handlers for new projects. |