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manual:subwaysim:map_construction:build_mod

Build a Mod to Pak File

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.


Why does a Mod need to be built?

Unreal Engine cannot load raw editor assets directly in a finished game. Before assets can be used in-game, they must be cooked and then packaged into a .pak file.

Cooking means that Unreal Engine:

  • Converts assets into platform-specific formats
  • Optimizes textures, meshes, and materials
  • Prepares Blueprints and scripts for runtime usage

After cooking, all required files are compressed into a single .pak archive. This allows SubwaySim 2 to load the mod content correctly and efficiently.


Preparing the BuildMod.bat

Before building your mod, the file BuildMod.bat must be configured correctly. This file is located in the root directory of the Modding SDK.

Open BuildMod.bat using a text editor.

Inside the file, you will see several entries. Only the following ones are relevant and must be checked or adjusted:

set DLC_NAME=SubwaySim_SDK_Testplugin set LEVEL_PATH=Level/Testmap set ENGINE_ROOT=C:\Program Files\Epic Games\UE_5.4


Explanation of the 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 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: Level/Testmap.umap → Level/Testmap

ENGINE_ROOT 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.


Building the Mod

Once all values are set correctly, you can start the build process by double-clicking BuildMod.bat.

A console window will open and ask: Build the NavMesh for level (y/N):

Press y and Enter to rebuild the Navigation Mesh, or press N to skip this step.

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.

When finished, the generated .pak file will automatically be moved into the Output folder located in the SDK root directory.


Installing the Mod in SubwaySim 2

To load the mod in SubwaySim 2, place the generated .pak file into the following directory:

%userprofile%\Documents\My Games\SubwaySim 2\Mods


Testing Lua scripts without rebuilding the mod

  • Create an empty folder for your plugin %userprofile%\Documents\My Games\SubwaySim 2\Mods\YourName_YourMod\.
  • Copy the Lua scripts from your Lua folder inside this folder maintaing 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.

Have fun testing!

Your mod is now ready to be used in SubwaySim 2. Have fun testing your content!

manual/subwaysim/map_construction/build_mod.txt · Last modified: by dcs

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