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manual:subwaysim:getting_started:create_plugin [2025/12/12 12:14] – dcsmanual:subwaysim:getting_started:create_plugin [2026/01/12 20:03] (current) – dcs
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 ====== Creating a Plugin ====== ====== Creating a Plugin ======
  
-On this page, you will learn how to create your own plugin, which will later contain all assets, scripts and content for your SubwaySim 2 mod. As explained in [[manual:subwaysim:getting_started:modding_framework_explained|Modding Framework Explained]], every mod in SubwaySim 2 is built as a plugin. If you have not read that chapter yet, please make sure to go through it before continuing, as it is essential to understand the plugin system.+On this page, you will learn how to create your own plugin, which will later contain all assets, scripts and content for your SubwaySim 2 mod. As explained in [[:manual:subwaysim:getting_started:modding_framework_explained|Modding Framework Explained]], every mod in SubwaySim 2 is built as a plugin. If you have not read that chapter yet, please make sure to go through it before continuing, as it is essential to understand the plugin system.
  
 ---- ----
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 To create your own plugin: To create your own plugin:
 +
   * Copy the entire folder `Simuverse_ModTemplate`   * Copy the entire folder `Simuverse_ModTemplate`
   * Rename the copied folder to match the name of your project, e.g. `SubwaySim_SDK_Testplugin`   * Rename the copied folder to match the name of your project, e.g. `SubwaySim_SDK_Testplugin`
  
-{{:manual:subwaysim:create_plugin:plugin1.png?nolink&500|}}+{{:manual:subwaysim:create_plugin:plugin1.png?nolink&500}}
  
 Important: Plugin names must not contain spaces, umlauts, or special characters. Use only letters, numbers, and underscores. Important: Plugin names must not contain spaces, umlauts, or special characters. Use only letters, numbers, and underscores.
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 Inside your renamed plugin folder, you will find: Inside your renamed plugin folder, you will find:
-  ***Content** – Contains all Unreal Engine assets such as textures, materials, Blueprints, maps, and the `Movies` folder for video files. 
-  ***Lua** – Contains all Lua scripts. The most important file here is `mod.lua`, your master script where all other Lua scripts used by your mod must be registered. 
-  ***Resources** – Contains assets such as the plugin icon shown in the Unreal Plugin Manager. 
-  ***.uplugin file** – The metadata/configuration file of your plugin. 
  
 +  * **Content**  – Contains all Unreal Engine assets such as textures, materials, Blueprints, maps, and the `Movies` folder for video files.
 +  * **Lua**  – Contains all Lua scripts. The most important file here is `mod.lua`, your master script where all other Lua scripts used by your mod must be registered.
 +  * **Resources**  – Contains assets such as the plugin icon shown in the Unreal Plugin Manager.
 +  * **.uplugin file**  – The metadata/configuration file of your plugin.
 ---- ----
  
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 The `.uplugin` file must match the exact name of your plugin folder. For example: The `.uplugin` file must match the exact name of your plugin folder. For example:
 +<code>
  
-    SubwaySim_SDK_Testplugin.uplugin+  SubwaySim_SDK_Testplugin.uplugin 
 + 
 +</code>
  
 Open this file with a text editor. Inside you will see several fields, but only two must be changed: Open this file with a text editor. Inside you will see several fields, but only two must be changed:
  
-    "FriendlyName": "SubwaySim_SDK_Testplugin", +<code> 
-    "Description": "Content for SubwaySim SDK Testplugin", +  "FriendlyName": "SubwaySim_SDK_Testplugin", 
-     +  "Description": "Content for SubwaySim SDK Testplugin", 
-{{:manual:subwaysim:create_plugin:plugin2.png?nolink&500|}}+ 
 +</code> 
 + 
 +{{:manual:subwaysim:create_plugin:plugin2.png?nolink&500}}
  
 Adjust these values to reflect your plugin name and description. Adjust these values to reflect your plugin name and description.
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   * Author (optional)   * Author (optional)
  
-{{:manual:subwaysim:create_plugin:plugin3.png?nolink&500|}}+{{:manual:subwaysim:create_plugin:plugin3.png?nolink&500}}
  
 These values are used by the game to properly initialize and display your mod. These values are used by the game to properly initialize and display your mod.
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 Once the editor has loaded, open the Content Drawer Settings. Enable: Once the editor has loaded, open the Content Drawer Settings. Enable:
 +
   * Show Engine Content   * Show Engine Content
   * Show Plugin Content   * Show Plugin Content
  
-{{:manual:subwaysim:create_plugin:plugin4.png?direct&1000|}}+{{:manual:subwaysim:create_plugin:plugin4.png?direct&1000}}
  
 If your plugin is not visible, it must be manually activated: If your plugin is not visible, it must be manually activated:
 +
   * Go to `Edit → Plugins`   * Go to `Edit → Plugins`
   * Search for your plugin by name   * Search for your plugin by name
   * Activate it and restart the editor   * Activate it and restart the editor
  
-{{:manual:subwaysim:create_plugin:plugin5.png?direct&1000|}} +{{:manual:subwaysim:create_plugin:plugin5.png?direct&1000}}{{:manual:subwaysim:create_plugin:plugin6.png?direct&1000}} 
-{{:manual:subwaysim:create_plugin:plugin6.png?direct&1000|}}+ 
 +If you plan to create a map mod, you need to make sure that "Update Navigation Automatically" is enabled in the Editor for the NavMesh: Edit → Editor Preferences → Level Editor → Miscellaneous → Editing".{{:pasted:20250606-191208.png?nolink&600}}
  
 ---- ----
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 After activation, your plugin will appear in the Content Drawer. After activation, your plugin will appear in the Content Drawer.
  
-{{:manual:subwaysim:create_plugin:plugin7.png?nolink&300|}}+{{:manual:subwaysim:create_plugin:plugin7.png?nolink&300}}
  
-Note that Unreal Engine only displays the **Content** folder of your plugin — Lua files are not visible inside the editor, as they are handled externally by the game.+Note that Unreal Engine only displays the **Content**  folder of your plugin — Lua files are not visible inside the editor, as they are handled externally by the game.
  
 ---- ----
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 ===== Your Plugin Is Ready! ===== ===== Your Plugin Is Ready! =====
  
-Your custom plugin has now been successfully created and fully prepared. You can begin adding content, building assets, and expanding your mod step by step. Have fun creating your first SubwaySim 2 mod!+Your plugin is now fully set up and ready to be used. 
 + 
 +In the next step, we will create the first level inside your plugin and prepare the basic environment needed for map construction in SubwaySim 2. 
 + 
 +→ **[[manual:subwaysim:map_construction:create_level|Create a Level]]**
  
 {{page>manual:footer}} {{page>manual:footer}}
 +
 +
manual/subwaysim/getting_started/create_plugin.1765538042.txt.gz · Last modified: by dcs

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