Table of Contents

Laying Tracks

Overview

In this section you will learn how to place railway tracks in your map using the Railtool. Placing tracks comes with several important considerations and requires basic familiarity with the Unreal Editor.

If you are not yet comfortable with Unreal Editor navigation and controls, please take some time to familiarize yourself before continuing.


Initial Setup: RailwaySubSystem

Placing the RailwaySubSystem Blueprint

The first step is to place the RailwaySubSystem master Blueprint into your level.

This Blueprint acts as the central configuration point for all railway-related systems and defines:

To place it:

Select the Blueprint in the World Outliner and set its position in the Details panel to: X = 0.000000 / Y = 0.000000

This ensures the subsystem is positioned correctly.


Railway System 2 Settings

With BP_RailwaySubSystem selected, scroll down in the Details panel to the section Railway System 2.

This section contains all settings required before placing tracks.

Data Layer Channels

The Data Layer Channels section defines which Data Layers the Railtool can use.

These include:

You can:

Each channel consists of the following fields:

Property Description
Channel Id Automatically assigned index. Channel 1 should always be the Superstructure.
Name Name of the Data Layer.
Default Value Default value applied when no track data is set.
Type Data Layer type: Side, Superstructure, String, Integer, Float
Directional If enabled, the Data Layer is applied only in one direction. Default is both directions.

Once Guide Rails, Third Rails, and other infrastructure elements are configured in your Superstructure, the Data Layer Channels section will contain multiple entries.

This typically includes:

One commonly used custom Data Layer is Tunnel.

The Tunnel Data Layer is used to mark tunnel sections along the track. When applied, it ensures tunnel areas are treated correctly by the game, including proper lighting behavior.

Without this Data Layer, tunnel sections may appear incorrectly lit or not fully dark during gameplay.

Superstructure Data Assets

In this section, you add all Superstructure Data Assets that should be available for track creation.

These assets define:

Make sure all required Superstructures are added here before placing tracks.

Superelevation

Superelevation describes the banking of tracks in curves to compensate for centrifugal forces.

The Railtool supports automatic superelevation using the following parameters:

Property Default Description
Max Super Elevation Change Millimeter Per Sec 50.0 Maximum change per second
Max Super Elevation Change Millimeter Per Meter 2.25 Maximum change per meter
Super Elevation Shortfall Millimeter 100.0 Allowed deviation / tolerance

These default values are suitable for most cases and can be adjusted depending on track design and realism requirements.


Entering Rail Mode

After setting up the RailwaySubSystem correctly, we can begin placing tracks.

Open the Mode Selection in the Unreal Editor and switch to Simuverse Rail Mode.

⚠️ Important: Tracks can ONLY be created, edited, or removed in Simuverse Rail Mode. Do not delete track meshes in Selection Mode, as this can cause severe rendering and logic issues within the Railtool.


Rail Mode Interface

When entering Simuverse Rail Mode, a tool panel appears on the left side of the editor.

Data Layers

This section controls how Data Layers are handled on tracks.

Converts existing Data Layers into directional layers, allowing different values depending on track direction.

Mode

Defines the active editing mode. You can switch between the following modes using the dropdown menu:

Used for creating, connecting, and editing track control points.

Used to adjust vertical alignment and elevation of tracks.

Used to assign or modify Data Layer values along track segments.

Debug

Debugging tools to visualize and inspect track behavior.

Displays intersections and connection points between tracks.

Forces switches to align with the currently selected track.

Parameters

General configuration values for track placement.

Defines the vertical offset of tracks above the ground.

  Default value: **0.5 meters**

Debug and Fix

Tools for cleaning up and repairing track data.

Removes invalid or corrupted control points and track segments from the map.

Editor Camera

Camera helper functions for navigating complex track layouts.

Moves the editor camera to the control point specified by ID.

The control point number used for focusing the camera.

Extra

Advanced diagnostic and maintenance tools.

Scans the entire track system for errors or inconsistencies.

Validates imported switches and refreshes their data.

Recalculates transition curve length for smooth geometry and correct superelevation behavior.

Re-registers Railtool-related console commands in case they were lost.

Validates the internal step size (cm) used for mesh generation.

Parallel Tool

Tools for creating parallel tracks.

Creates a new track parallel to the selected one.

Defines the distance between selected and parallel track.

If enabled, track meshes are generated immediately.

  If disabled, only control points are created.

Track Control

Core tools for managing track geometry.

Creates a connecting control point between two existing control points.

Removes all generated track meshes from the map.

Breaks the connection between selected control points.

Resets all track meshes to their default state.

Regenerates all track meshes on the map.

Aligns the middle point (of three) into a straight line.

Highlights segments that are placed too close to each other.

At this point, the Rail Mode interface should be fully understood, and you are ready to begin placing and shaping track geometry.


Understanding Track Placement

Before we start placing tracks, it is important to understand how track placement works in SubwaySim 2.

Unlike classic spline-based tools, the Railtool uses Control Points.

Control Points Instead of Spline Points

Control Points describe:

Example: an S-curve can be defined using only four Control Points:

This mirrors real-world railway alignment planning and ensures:

(See the attached diagram.)

Advantages of the Control Point System


Creating Your First Track

Now we can begin creating our first track.

Creating Control Points

To create a Control Point:

Repeat at another position:

A straight track segment will be generated between the points.

Recreating the Example Layout

Recreate the layout shown in the diagram by placing Control Points for:

Your track should look similar to the example below:

Editing a Control Point for Curves

To shape curves:

If Control Points are hard to select:


Control Point Parameters Explained

When selecting a Control Point, the Details panel exposes parameters for curve behavior, transitions, and superelevation.

Curve Radius Settings

Parameter Description
Desired Blue Radius Target curve radius of the blue control line.
Actual Blue Radius Currently generated radius for the blue line.
Desired Green Radius Target curve radius of the green control line.
Actual Green Radius Currently generated radius for the green line.

Superelevation Settings

Parameter Description
Vmax (km/h) Internal value for superelevation calculations (not in-game max speed).
Superelevation Override [mm] Manual override for calculated shortfall.
Superelevation [mm] Currently applied superelevation in millimeters.
Superelevation Transitioncurve Length Length for gradual banking change.
Minimal Transitioncurve Length Minimum allowed transition length.

Transition Curve Settings

Parameter Description
Desired Transitioncurve Length Target transition curve length.
Actual Transitioncurve Length Red Actual length on the red side.
Actual Transitioncurve Length Blue Actual length on the blue side.
Maximum Transitioncurve Length Red Maximum allowed on red side.
Maximum Transitioncurve Length Blue Maximum allowed on blue side.

Superelevation Connection

Parameter Description
Connect Superelevation Red Connects banking to the red neighboring segment.
Connect Superelevation Blue Connects banking to the blue neighboring segment.
Parameter Description
Switch Motor Placement Side of track for switch motor placement.
Switch Motor Type Manual or electrically driven.

Transform Settings

Parameter Description
Location World-space XYZ location of the Control Point.

Understanding these parameters enables precise control over track geometry and realistic results.


Creating Switches

In this section we will create our first switch.

Creating the Base Tracks

Create a straight track using two Control Points. Then:

A second, parallel track is created.

Gizmo Setup (Important)

For precise duplication and movement:

Aligning the Gizmo Rotation

Duplicating Control Points

For the first track:

Repeat on the parallel track and offset slightly to create the diverging branch.

Connecting Control Points to Create a Switch

The Railtool generates a switch between the two tracks.

Editing the Switch

You can refine a switch by:

The Railtool displays the frog type in red text and in the Control Point Details panel.


Height Control Points

The Railtool also supports vertical geometry using Height Control Points.

Creating Height Control Points

Defining Track Elevation

Select a Height Control Point and adjust:

Parameter Description
Desired Radius Meters Target radius for vertical transitions.
Current Radius Meters Calculated and applied radius.

The Railtool calculates:

Important Notes


Working with Data Layers

Data Layers define additional track properties such as:

To work with Data Layers:

Data Layer Mode – Settings Overview

Setting Description
Mode Direction behavior of the Data Layer.
Add Channel Selects which channel is applied.
Visualize Channel Visual overlay for a selected channel.

Mode Settings

Option Description
Unidirectional Applies in both directions (e.g. Third Rail, Tunnel).
Bidirectional Applies only in one direction (e.g. Speed Limits).

Placing a Data Layer (Example: Third Rail)

Assigning the Data Layer

Visualizing Data Layers

Optional:

Removing or Modifying Data Layers


Conclusion

With this, the basic principles of track placement have been explained.

Creating clean and realistic railway layouts requires practice. We recommend studying the tracks used in the SampleModMap to learn proper Control Point placement, curve design, and Data Layer usage.


Next Step

With the track layout completed, including curves, switches, height profiles, and Data Layers, your map’s railway infrastructure is now in place.

The next step is to prepare the map for use in SubwaySim 2 by configuring all required settings and validating the setup.

Prepare Map