Table of Contents

Creating a Superstructure

Overview

In this section of the Railtool documentation, we explain the fundamentals required to create railway tracks in SubwaySim 2.

A central and essential part of track construction is the so-called Superstructure. The Superstructure is a data asset that contains all important information required to build tracks, such as geometry, materials, rail profiles, and additional infrastructure data.

Without a Superstructure, the Railtool cannot create usable track segments.


Creating a Superstructure

To make it as easy as possible for users to get started, we recommend using an existing Superstructure that is already included in the Modding SDK.

For advanced users who want to understand how a Superstructure is created from scratch, the following steps explain the manual process.

Creating a New Superstructure Asset

First, create the required folder structure inside your plugin.

In your plugin content directory:

Once you are inside the Superstructures folder:

In the class selection window:

After creating the asset, name the Superstructure freely. We recommend choosing a name that reflects the type of track construction it represents.


Ready-to-Use Superstructures

Several preconfigured and ready-to-use Superstructures are already included in the SDK.

They can be found under:

`SubwaySim2_Modding / RailwaySystem / Superstructures`

Please note:


Migrating an Existing Superstructure

For most use cases, we recommend migrating an existing Superstructure from the sample content.

The default sample Superstructure is located at:

`Simuverse_SampleModMap / Infrastructure / RailwaySystem / DataAssets`

The asset is named:

`DL_SampleMapDefault`

The migration process works exactly as described in: Migrating Assets into a User Plugin

Important

When migrating the Superstructure:

Migrating from the wrong plugin can cause dependency issues and errors in your mod.

Result After Migration

After a successful migration, the Superstructure and all required dependencies will be located under:

`SubwaySim_SDK_Testplugin / Infrastructure / RailwaySystem / DataAssets`

At this point, the Superstructure is available inside your plugin and ready to be used with the Railtool.


Using Custom Meshes for Superstructures

If you want to use custom meshes for your Superstructure (for example rails, clamps, sleepers, or ballast), it is highly recommended to base them on existing assets from the SDK.

To do this, you can export the original meshes from Unreal Engine back into FBX format and use them as reference in your 3D software (e.g. Blender).

This helps ensure:

A detailed guide on how to export Unreal assets can be found here:

Using reference meshes greatly reduces alignment issues and avoids unexpected behavior when assigning custom assets to a Superstructure Data Asset.


Superstructure Contents

In this section, we explain how a Superstructure Data Asset is structured and which information it contains.

The Superstructure defines all fundamental properties required by the Railtool to generate tracks correctly. It controls the visual appearance, physical layout, and functional behavior of the railway infrastructure.

The Data Asset is divided into three main sections:


Base Settings

The Base Settings section contains all fundamental information required to create standard track segments.

Base Settings Overview

Property Description
Rail Material Material applied to the rails and visible track geometry.
Clamp Normal Static Mesh used for standard rail clamps.
Guide Rails Additional guiding rails for special track sections.
Gauge Distance between the rails.
Sleeper Spacing Distance between individual sleepers.
Sleeper Static Mesh used for sleepers.
Ballast Offset XYZ offset applied to the ballast mesh.
Ballast Static Mesh used for the ballast bed.

Rail Material

Defines the material applied to the rail geometry.

Clamp Normal

Specifies the Static Mesh used for standard rail clamps.

Guide Rails

Guide Rails are additional rail elements used in:

They are also known as:

Guide Rail Data Layer

Guide Rails are defined using a Data Layer Asset.

Guide Rail Parameters

Property Description
Name Name of the Data Layer asset.
Guide Rail Distance Distance from the standard rail.
Clamp Holder mesh for the guide rail.
Material Material applied to the guide rail.
Start Mesh Mesh at the beginning of the guide rail.
End Mesh Mesh at the end of the guide rail.
Cm to UCoordinate Conversion factor for UV mapping.
Profile Procedural cross-section definition.

Guide Rail Profile

The profile defines the procedural geometry of the guide rail.

Important Notes


Gauge

Defines the track gauge.

Standard gauge:


Sleeper Spacing

Defines the distance between sleepers along the track.


Sleeper

Defines the Static Mesh used for sleepers.


Ballast Offset

Defines the XYZ offset of the ballast mesh.


Ballast

Defines the Static Mesh used for the ballast bed.


Switches

The Switches section defines meshes and parameters for automatically generated turnouts.

Switches Overview

Property Description
Switch Guard Dist Guide rail distance at switch exit.
Clamp Mini Inner Small clamp at switch start.
Clamp Blade Clamp for switch blades.
Clamp Guard Clamp for rails with guide rail.
Clamp Single Inner Half Inner single clamp.
Clamp Single Outer Half Outer single clamp.
Hollow Sleeper Sleeper with internal linkage.
Switch Motor Motor mesh.
Manual Switch Lever Blueprint for manual switches.
Switch Blade Throw Bar Blade linkage.
Clearance Marker Mesh Clearance marker mesh.


Third Rail

The Third Rail section defines the power rail system for electric vehicles.

If no Third Rail Data Layer is present, vehicles will display:

“No Power”

Third Rail Overview

Property Description
Third Rail Begin Start mesh.
Third Rail Mid Looping mesh.
Third Rail End End mesh.
Third Rail Mount Holder mesh.
Third Rail Offset XYZ offset.

Important Notes

  • Third Rail Data Layers are required for powered tracks
  • Incorrect offsets can lead to power loss or misalignment

Next Step

With the Superstructure configured, all fundamental data required for track generation is now available.

In the next chapter, you will learn how to use the Railtool to actually place tracks, create curves, switches, and define railway layouts on your map.

Laying Tracks