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manual:subwaysim:getting_started:updating_sdk

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manual:subwaysim:getting_started:updating_sdk [2026/01/07 14:26] – created dcsmanual:subwaysim:getting_started:updating_sdk [2026/08/22 13:05] (current) dcs
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 Copy or merge folders **one by one**, checking whether you have made local changes in your existing SDK. Copy or merge folders **one by one**, checking whether you have made local changes in your existing SDK.
  
----- +{{:manual:subwaysim:framework_explained:sdk1.png?direct&600|}}
- +
-===== Handling BuildMod.bat ===== +
- +
-Special attention is required when updating **BuildMod.bat**. +
- +
-This file is often customized for your project and **must not be overwritten blindly**. +
- +
-After updating the SDK: +
-  * Open the new BuildMod.bat +
-  * Compare it with your existing version +
-  * Manually transfer your project-specific settings +
- +
-This typically includes: +
-  * DLC / Plugin name +
-  * Level path +
-  * Unreal Engine installation path +
- +
-Make sure these values are correctly copied into the new BuildMod.bat version.+
  
 ---- ----
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   * Let Unreal Engine recompile shaders if required   * Let Unreal Engine recompile shaders if required
   * Check the Output Log for warnings or errors   * Check the Output Log for warnings or errors
-  * Run **BuildMod.bat** once to verify that cooking still works+  * Run **BuildMod** at the Modding Tools once to verify that cooking still works
  
 If everything completes without errors, the SDK update was successful. If everything completes without errors, the SDK update was successful.
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 Keeping your Modding SDK up to date ensures long-term compatibility with SubwaySim 2 and prevents issues when new game updates are released. Keeping your Modding SDK up to date ensures long-term compatibility with SubwaySim 2 and prevents issues when new game updates are released.
 +
 +{{page>manual:footer}}
  
manual/subwaysim/getting_started/updating_sdk.1767792401.txt.gz · Last modified: by dcs

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