manual:subwaysim:getting_started:updating_sdk
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| manual:subwaysim:getting_started:updating_sdk [2026/01/07 14:27] – [Recommended Update Workflow] dcs | manual:subwaysim:getting_started:updating_sdk [2026/08/22 13:05] (current) – dcs | ||
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| - | ===== 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** |
| 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. | ||
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| + | {{page> | ||
manual/subwaysim/getting_started/updating_sdk.1767792440.txt.gz · Last modified: by dcs
