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manual:troubleshooting

Troubleshooting

This page lists common problems that may occur while working with the SubwaySim 2 Modding SDK, along with possible solutions or approaches.

The solutions listed on this page are suggestions and troubleshooting approaches. They may not resolve every issue, as some problems can have multiple or more complex causes.


Unreal Project takes very long to load on first start

Problem

When opening the Modding SDK Unreal project for the first time, the editor takes a very long time to load or appears to be stuck indefinitely.

In some cases, it may look like:

  • the editor has frozen
  • the loading screen does not progress
  • the project is not responding for an extended period of time

Possible Cause

The Modding SDK is delivered without precompiled shaders.

This means:

  • Unreal Engine has to compile all required shaders on first launch
  • Shader cache folders and intermediate files must be generated
  • This process is very GPU-intensive

On systems with:

  • older graphics cards
  • slower CPUs
  • limited system resources

shader compilation can take a significant amount of time.


Possible Solution

  • Wait until the shader compilation is completed
  • Do not close Unreal Engine during this process
  • Monitor CPU and GPU usage to verify that the process is still active

Once the shaders are compiled:

  • the project will load normally
  • subsequent editor launches will be much faster

This behavior is expected and only occurs during the first startup or after major engine or SDK updates.


BuildMod.bat fails with an error

Problem

When running BuildMod.bat, the build process aborts with an error and does not complete.

A log file is created in the following directory:

`AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.4`

Inside the log file, an error message appears indicating that:

  • a file path is too long
  • or a file name exceeds the allowed character limit

This issue is related to a Windows file system limitation.


Possible Cause

Windows has a maximum file path length of 255 characters.

Unreal Engine and its Automation Tool strictly rely on this limitation.

If:

  • the Modding SDK is stored in a deeply nested directory
  • plugin folder structures are very deep
  • asset or folder names are very long

the combined path length can exceed 255 characters, causing the build process to fail.


Possible Solution

  • Extract the Modding SDK to a directory with a very short path, for example:

`C:\SubwaySimSDK\`

  • Avoid deeply nested folder structures inside your plugin
  • Shorten folder and asset names where possible
  • Keep paths inside the plugin as flat and concise as possible

After reducing path and file name lengths so that they remain below 255 characters, run BuildMod.bat again.

manual/troubleshooting.txt · Last modified: by dcs

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