manual:subwaysim:map_construction:build_mod
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| manual:subwaysim:map_construction:build_mod [2025/12/12 12:52] – [Installing the Mod in SubwaySim 2] dcs | manual:subwaysim:map_construction:build_mod [2026/08/19 07:49] (current) – dcs | ||
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| Before a mod can be used in SubwaySim 2, it must be converted into a format that the game can read. This process is required because of how Unreal Engine handles assets and game content. | Before a mod can be used in SubwaySim 2, it must be converted into a format that the game can read. This process is required because of how Unreal Engine handles assets and game content. | ||
| - | |||
| ---- | ---- | ||
| Line 19: | Line 18: | ||
| ---- | ---- | ||
| - | ===== Preparing | + | ===== Opening |
| - | Before building your mod, the file BuildMod.bat | + | In the current version of the Modding SDK, the previously used '' |
| - | Open BuildMod.bat | + | Building mods is now handled directly inside the Unreal Editor |
| - | Inside | + | With the Unreal Editor open, you can find the Modding Tools button in the top toolbar next to the Play controls. The button uses a notepad icon. |
| - | set DLC_NAME=SubwaySim_SDK_Testplugin | + | Click the icon to open the **Modding Tools** window. |
| - | set LEVEL_PATH=Level/ | + | |
| - | set ENGINE_ROOT=C:\Program Files\Epic Games\UE_5.4 | + | {{:manual: |
| + | |||
| + | The window contains several options for setting up and working with the Modding SDK. For building a mod, only the **Build Mod** section is required. | ||
| ---- | ---- | ||
| - | ===== Explanation of the Settings ===== | + | ===== Build Mod Settings ===== |
| - | **DLC_NAME** | + | {{: |
| - | This value must match exactly the name of your plugin folder inside Simuverse_Extern. | + | |
| - | If the name does not match, the mod will not be built correctly. | + | |
| - | **LEVEL_PATH** | + | The **Build Mod** section contains |
| - | This path is required so that Unreal Engine can build the Navigation Mesh for your level. | + | |
| - | Enter the path to your .umap file without the file extension. | + | |
| - | Example: | + | **Mod Name** |
| - | Level/ | + | |
| - | **ENGINE_ROOT** | + | Enter the name of the plugin that contains your mod. |
| - | This must point to the correct installation path of Unreal Engine 5.4. | + | |
| - | If the path is incorrect, the build process will fail with a “path not found” error. | + | The name must match the name of your plugin. |
| + | |||
| + | For example: | ||
| + | |||
| + | '' | ||
| ---- | ---- | ||
| - | ===== Building the Mod ===== | + | **Level Path** |
| - | Once all values are set correctly, you can start the build process by double-clicking BuildMod.bat. | + | If your mod contains a level, enter the path to the level inside your plugin starting from the plugin' |
| - | A console window will open and ask: **Build | + | Do not include |
| - | Press y and Enter to rebuild the Navigation Mesh, or press N to skip this step. | + | For example, if your level is located at: |
| - | After that, Unreal Engine will start cooking the mod. Depending on your PC hardware and the size of the mod, this process may take some time. | + | '' |
| + | |||
| + | enter: | ||
| + | |||
| + | '' | ||
| + | |||
| + | If your mod does not contain a level, this field can be left empty. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | **Build Nav Mesh** | ||
| + | |||
| + | Enable **Build Nav Mesh** if the Navigation Mesh of your level needs to be rebuilt. | ||
| + | |||
| + | This is only necessary if changes have been made to the map that affect the navigation areas used by passengers, for example when new Nav Mesh areas have been added or existing ones have been modified. | ||
| + | |||
| + | If no changes to the passenger navigation have been made, this option can remain disabled. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Building the Mod ===== | ||
| + | |||
| + | Once the required values have been entered, click **Build Mod**. | ||
| + | |||
| + | The build process will start automatically. | ||
| + | |||
| + | Unreal Engine will start cooking the mod. Depending on your PC hardware and the size of the mod, this process may take some time. | ||
| When finished, the generated .pak file will automatically be moved into the Output folder located in the SDK root directory. | When finished, the generated .pak file will automatically be moved into the Output folder located in the SDK root directory. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Output and Lua Folder ===== | ||
| + | |||
| + | The Modding Tools window also provides two useful buttons: | ||
| + | |||
| + | **Open Output Folder** | ||
| + | |||
| + | Opens the Output folder containing the finished .pak files generated by the build process. | ||
| + | |||
| + | **Open Lua Folder** | ||
| + | |||
| + | Opens the Lua folder of the plugin currently specified under **Mod Name**. | ||
| + | |||
| + | This is useful when working on or testing the Lua scripts of your mod. | ||
| ---- | ---- | ||
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| '' | '' | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Testing Lua scripts without rebuilding the mod ===== | ||
| + | |||
| + | * Create an empty folder for your plugin '' | ||
| + | * Copy the Lua scripts from your Lua folder inside this folder maintaining the same folder structure. | ||
| + | * The game will now use the Lua scripts from this folder if they exist, otherwise it falls back to the mod itself. | ||
| ---- | ---- | ||
| Line 77: | Line 129: | ||
| Your mod is now ready to be used in SubwaySim 2. Have fun testing your content! | Your mod is now ready to be used in SubwaySim 2. Have fun testing your content! | ||
| + | |||
| + | {{page> | ||
manual/subwaysim/map_construction/build_mod.1765540375.txt.gz · Last modified: by dcs
