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manual:subwaysim:getting_started:create_plugin [2025/12/12 12:14] dcsmanual:subwaysim:getting_started:create_plugin [2025/12/12 12:26] (current) dcs
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 ====== Creating a Plugin ====== ====== Creating a Plugin ======
  
-On this page, you will learn how to create your own plugin, which will later contain all assets, scripts and content for your SubwaySim 2 mod. As explained in [[manual:subwaysim:getting_started:modding_framework_explained|Modding Framework Explained]], every mod in SubwaySim 2 is built as a plugin. If you have not read that chapter yet, please make sure to go through it before continuing, as it is essential to understand the plugin system.+On this page, you will learn how to create your own plugin, which will later contain all assets, scripts and content for your SubwaySim 2 mod. As explained in [[:manual:subwaysim:getting_started:modding_framework_explained|Modding Framework Explained]], every mod in SubwaySim 2 is built as a plugin. If you have not read that chapter yet, please make sure to go through it before continuing, as it is essential to understand the plugin system.
  
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 To create your own plugin: To create your own plugin:
 +
   * Copy the entire folder `Simuverse_ModTemplate`   * Copy the entire folder `Simuverse_ModTemplate`
   * Rename the copied folder to match the name of your project, e.g. `SubwaySim_SDK_Testplugin`   * Rename the copied folder to match the name of your project, e.g. `SubwaySim_SDK_Testplugin`
  
-{{:manual:subwaysim:create_plugin:plugin1.png?nolink&500|}}+{{:manual:subwaysim:create_plugin:plugin1.png?nolink&500}}
  
 Important: Plugin names must not contain spaces, umlauts, or special characters. Use only letters, numbers, and underscores. Important: Plugin names must not contain spaces, umlauts, or special characters. Use only letters, numbers, and underscores.
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 Inside your renamed plugin folder, you will find: Inside your renamed plugin folder, you will find:
-  ***Content** – Contains all Unreal Engine assets such as textures, materials, Blueprints, maps, and the `Movies` folder for video files. 
-  ***Lua** – Contains all Lua scripts. The most important file here is `mod.lua`, your master script where all other Lua scripts used by your mod must be registered. 
-  ***Resources** – Contains assets such as the plugin icon shown in the Unreal Plugin Manager. 
-  ***.uplugin file** – The metadata/configuration file of your plugin. 
  
 +  * **Content**  – Contains all Unreal Engine assets such as textures, materials, Blueprints, maps, and the `Movies` folder for video files.
 +  * **Lua**  – Contains all Lua scripts. The most important file here is `mod.lua`, your master script where all other Lua scripts used by your mod must be registered.
 +  * **Resources**  – Contains assets such as the plugin icon shown in the Unreal Plugin Manager.
 +  * **.uplugin file**  – The metadata/configuration file of your plugin.
 ---- ----
  
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 The `.uplugin` file must match the exact name of your plugin folder. For example: The `.uplugin` file must match the exact name of your plugin folder. For example:
 +<code>
  
-    SubwaySim_SDK_Testplugin.uplugin+  SubwaySim_SDK_Testplugin.uplugin 
 + 
 +</code>
  
 Open this file with a text editor. Inside you will see several fields, but only two must be changed: Open this file with a text editor. Inside you will see several fields, but only two must be changed:
  
-    "FriendlyName": "SubwaySim_SDK_Testplugin", +<code> 
-    "Description": "Content for SubwaySim SDK Testplugin", +  "FriendlyName": "SubwaySim_SDK_Testplugin", 
-     +  "Description": "Content for SubwaySim SDK Testplugin", 
-{{:manual:subwaysim:create_plugin:plugin2.png?nolink&500|}}+ 
 +</code> 
 + 
 +{{:manual:subwaysim:create_plugin:plugin2.png?nolink&500}}
  
 Adjust these values to reflect your plugin name and description. Adjust these values to reflect your plugin name and description.
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   * Author (optional)   * Author (optional)
  
-{{:manual:subwaysim:create_plugin:plugin3.png?nolink&500|}}+{{:manual:subwaysim:create_plugin:plugin3.png?nolink&500}}
  
 These values are used by the game to properly initialize and display your mod. These values are used by the game to properly initialize and display your mod.
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 Once the editor has loaded, open the Content Drawer Settings. Enable: Once the editor has loaded, open the Content Drawer Settings. Enable:
 +
   * Show Engine Content   * Show Engine Content
   * Show Plugin Content   * Show Plugin Content
  
-{{:manual:subwaysim:create_plugin:plugin4.png?direct&1000|}}+{{:manual:subwaysim:create_plugin:plugin4.png?direct&1000}}
  
 If your plugin is not visible, it must be manually activated: If your plugin is not visible, it must be manually activated:
 +
   * Go to `Edit → Plugins`   * Go to `Edit → Plugins`
   * Search for your plugin by name   * Search for your plugin by name
   * Activate it and restart the editor   * Activate it and restart the editor
  
-{{:manual:subwaysim:create_plugin:plugin5.png?direct&1000|}} +{{:manual:subwaysim:create_plugin:plugin5.png?direct&1000}}{{:manual:subwaysim:create_plugin:plugin6.png?direct&1000}} 
-{{:manual:subwaysim:create_plugin:plugin6.png?direct&1000|}}+ 
 +If you plan to create a map mod, you need to make sure that "Update Navigation Automatically" is enabled in the Editor for the NavMesh: Edit → Editor Preferences → Level Editor → Miscellaneous → Editing".{{:pasted:20250606-191208.png?nolink&600}}
  
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 After activation, your plugin will appear in the Content Drawer. After activation, your plugin will appear in the Content Drawer.
  
-{{:manual:subwaysim:create_plugin:plugin7.png?nolink&300|}}+{{:manual:subwaysim:create_plugin:plugin7.png?nolink&300}}
  
-Note that Unreal Engine only displays the **Content** folder of your plugin — Lua files are not visible inside the editor, as they are handled externally by the game.+Note that Unreal Engine only displays the **Content**  folder of your plugin — Lua files are not visible inside the editor, as they are handled externally by the game.
  
 ---- ----
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 {{page>manual:footer}} {{page>manual:footer}}
 +
 +
manual/subwaysim/getting_started/create_plugin.txt · Last modified: by dcs

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