Table of Contents

Creating a Level

In this chapter, you will learn how to prepare a new map with a Landscape so that tracks, objects, and environment assets can be placed correctly. This is the first step in building your own world for SubwaySim 2.


Preparing the Plugin Folder

Before creating a level, we first need to set up a dedicated folder inside your plugin. Create a new folder named Level.

Inside this folder, right-click to open the content creation menu. Select Level and name your new map freely — but remember:

Important: No spaces, no special characters, and no umlauts.


Converting the Level to World Partition

After creating and naming your level, it must be converted into a World Partition level.

To do this:

Unreal Engine will now convert your world into streamed partitions.

Double-click the level in the Content Drawer to load it. You will see the level name and icon at the top-left of the viewport.

Since the map is new, it will be completely empty — no Landscape and no lighting.


Setting the GameMode

Another important step when preparing a new level is assigning the correct GameMode. Without this step, SubwaySim 2 will not recognize that your map should run using the Lua-driven systems required for modding.

To set the GameMode:

(found in the top-right menu under Settings → World Settings).

This tells SubwaySim 2 that your map uses the Lua-based gameplay framework, ensuring that scripts, interactions, and mod functionalities behave as expected in-game.


Adding the World Partition Window

To control which parts of the world are loaded, we need to enable the World Partition window.

Loaded regions appear blue and allow you to place assets.


Adding Basic Lighting for Editing

To work inside the editor, add temporary lighting:

Add them via the green Add ( + ) button.

Because SubwaySim 2 uses its own Core lighting system, lighting placed in your modded map will appear *in addition* to the game's lighting and will not react to in-game time. For development purposes, you can still use temporary lighting in the editor.

For more realistic preview lighting, enable Real Time Capture in the Skylight settings.

Adjust the Directional Light rotation (Y- and Z-axis) to simulate different times of day.


Disabling Editor Lighting Before Export

Before exporting your map to SubwaySim 2, these editor lights must be disabled so they do not appear in the game.

To do this:

This hides the lights in the game while keeping them available for further editing. When editing again, simply enable Visible to restore the lighting.


Creating a Landscape

To continue building your map, you will need a Landscape as the foundation for terrain, tracks, and world geometry.

To create one, switch to the Landscape Mode, which you can find in the mode selection at the upper left of the editor. Alternatively, you can open it using the shortcut:

【⇧ Shift】 + 【2】

Once you enter Landscape Mode, the editor will automatically detect that your level does not yet contain a landscape and will display a large grid of green tiles. These tiles represent the area where the base landscape will be created.

Before generating the landscape, verify that all settings match the provided screenshot. Correct settings are essential to ensure compatibility and proper terrain behavior.

After confirming the settings, click Create. Your landscape will now be added to the world.


Expanding or Reducing the Landscape

Landscapes in Unreal Engine are flexible and can be expanded or reduced in size.

To modify your landscape:

Important: You can only add landscape tiles at the outer edges of the existing landscape. Extending the terrain from the center is not possible.


Next Steps

With your landscape created, your map is now ready to be expanded further — whether by placing objects, adding environment details, or laying tracks.

For additional guidance on how to bring assets from other SDK plugins into your own mod, refer to: Migrating Assets into a User Plugin