modding
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Table of Contents
Modding
Prerequisites
- Install Unreal Engine 5.4.4 in the Epic Games Launcher. Make sure no to use any other version.

- Install .NET 8.0 Runtime. The link should directly start the download.
Create a mod
- Go to
Modding SDK\Plugins\SubwaySim_Extern. - Rename the folder
Simuverse_ModTemplatetoYourName_YourModand inside the folder rename the fileSimuverse_ModTemplate.uplugintoYourName_YourMod.uplugin. - Rename all occurences of
Simuverse_ModTemplatetoYourName_YourModinYourName_YourMod.upluginandLua\mod.lua. - Start the project by double clicking
Modding SDK\SubwaySim2.uproject. - Enable
Show Plugin Contentin theSettingsof theContent Browser.
- Use the content folder
All > Plugins > YourName_YourMod Contentfor your mod content and use the Lua folderModding SDK\Plugins\SubwaySim_Extern\YourName_YourMod\Luafor your Lua scripts.
Build a mod
- Open the build script
BuildMod.batin a text editor to adjust the variables. - Set
DLC_NAMEtoYourName_YourMod,ENGINE_ROOTto your engine path,LEVEL_PATHto your level (leave empty if the mod does not contain a level). - Run the build script by double clicking
BuildMod.bat. - If you filled out the level path you can type
ywhen asked to build the NavMesh for your level. - The mod will be built in
Modding SDK\Output\YourName_YourMod.pak. Subsequent build times will be much shorter.
Install a mod
- Place the mod in
%userprofile%\Documents\My Games\SubwaySim 2\Mods(create the folder if it does not exist).
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.
FAQ
Asset modifications in the SubwaySim2_Modding plugin are not reflected in the game.
You may only modify assets in your YourName_YourMod plugin, modified assets in the SubwaySim2_Modding plugin are ignored.
- The build script shows errors and warnings: Certain errors and warnings are expected and can usually be ignored if the mod has been built successfully.
modding.1749031972.txt.gz · Last modified: by sho
