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manual:subwaysim:map_construction:creating_superstructure

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Creating a Superstructure

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.

However, 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:

  • Create a folder named Infrastructure
  • Inside it, create another folder named Superstructures

Once you are inside the Superstructures folder:

  • Right-click in the Content Drawer
  • Select Data Asset

  • In the class selection window, search for Super Structure Data Asset
  • Select it and confirm

After creating the asset, name the Superstructure freely. We recommend choosing a name that reflects the type of track construction it represents (for example based on rail type or construction method).


Ready-to-Use Superstructures

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

These can be found under:

`SubwaySim2_Modding / RailwaySystem / Superstructures`

Please note that these Superstructures do not include power rails and are mainly intended as examples or templates.


Migrating an Existing Superstructure

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

The default sample Superstructure can be found 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:

  • Only migrate assets from the plugin `Simuverse_SampleModMap`
  • Do NOT migrate assets from the plugin `SubwaySim2_Modding`

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.


Explaining the Superstructure Contents

In this section, we explain how a Superstructure Data Asset is built 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 – General track configuration and visuals
  • Switches / Turnouts – Parameters for automatically generated switches
  • Third Rail – Configuration of the power rail system

We will now go through these sections step by step.


Base Settings

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

These settings define how the track looks, how wide it is, and which meshes are used for rails, sleepers, and ballast.

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 that hold the rails in place.
Guide Rails Defines additional guiding rails used in special track sections.
Gauge Distance between the rails (track gauge).
Sleeper Spacing Distance between individual sleepers.
Sleeper Static Mesh used for a standard sleeper.
Ballast Offset XYZ offset applied to the ballast mesh.
Ballast Static Mesh used for the ballast bed.


Rail Material

Defines the material that is applied to the rail geometry. This material controls the visual appearance of the rails, including color, roughness, and surface details.


Clamp Normal

Specifies the Static Mesh used for standard rail clamps. These clamps are placed along the track and visually represent how the rails are fixed to the sleepers.


Guide Rails

Guide Rails are additional rail elements used in specific track situations, such as:

  • Switches
  • Tight curves
  • Special track sections

In railway terminology, Guide Rails are commonly referred to as:

  • Guard Rails
  • Guide Rails
  • Zwangsschienen / Führungsschienen

They are used to guide wheelsets safely through complex track geometry.

Guide Rail Data Layer

A Guide Rail is defined using a Data Layer Asset.

This Data Layer can be assigned in the Railtool via the Data Layer functionality and controls how and where guide rails are generated along the track.

For Guide Rails to work correctly, several parameters must be defined carefully.

Guide Rail Parameters

The following table lists all parameters of a Guide Rail Data Layer and explains their purpose.

Property Description
Name Name of the Guide Rail Data Layer asset. Used for identification inside the Railtool.
Guide Rail Distance Distance from the standard rail profile to the guide rail.
Clamp Static Mesh used as the holder or clamp for the guide rail.
Material Material applied to the guide rail geometry.
Start Mesh Static Mesh placed at the beginning of the guide rail section.
End Mesh Static Mesh placed at the end of the guide rail section.
Cm to UCoordinate Conversion factor from centimeters to Unreal texture coordinate units.
Profile Defines the cross-section shape of the guide rail using coordinates instead of a mesh.

Guide Rail Profile

The Profile defines the actual shape of the guide rail.

Unlike sleepers or ballast, the guide rail does not use a predefined Static Mesh. Instead, Unreal Engine generates the geometry procedurally based on profile coordinates.

Multiple profile indices can be added or removed:

  • Use the + button to add a new profile index
  • Use the Trash icon to remove an index

Each profile index contains the following parameters:

Parameter Description
X X-coordinate of the profile point.
Y Y-coordinate of the profile point.
V UV position along the V-axis for texturing.
Hard Edge Defines whether the edge is smoothed or kept sharp.

By combining multiple profile indices, complex guide rail cross-sections can be created.

Important Notes

  • All distances are defined in Unreal Units (cm)
  • Guide Rail positioning must match the track gauge and wheel geometry
  • Incorrect profile definitions can lead to visual artifacts or collision issues

Guide Rails are an advanced feature and should be configured carefully. For most standard track layouts, they are optional, but essential for complex or high-speed track sections.


Gauge

Defines the track gauge, which is the distance between the two rails.

The standard gauge is 1435 mm.

⚠️ Important: Unreal Engine units are centimeters, not millimeters.

Conversion:

  • 1435 mm = 143.5 cm

The value entered here must be specified in Unreal units (cm).

Incorrect gauge values will result in:

  • Incorrect wheel alignment
  • Physics issues
  • Visual inconsistencies

Sleeper Spacing

Defines the distance between individual sleepers along the track.

This value directly affects:

  • Track appearance
  • Performance (more sleepers = more meshes)

The spacing value is also defined in Unreal units (cm).


Sleeper

Specifies the Static Mesh used as the standard sleeper.

This mesh is repeated along the track at the defined sleeper spacing and forms the base support structure of the rails.


Ballast Offset

Defines the XYZ offset of the ballast mesh relative to the track center.

This allows fine-tuning of the ballast position to ensure correct alignment with sleepers and rails.


Ballast

Specifies the Static Mesh used for the ballast bed.

The ballast mesh represents the gravel or stone foundation beneath the track and is an essential visual component of the railway infrastructure.


Switches

The Switches section defines all meshes and parameters required for automatically generated switches (turnouts) created by the Railtool.

This includes:

  • Visual components of the switch
  • Mechanical elements such as blades and throw bars
  • Guide rails inside switch areas
  • Optional motorized or manual control elements

Guide rails within switches are generated automatically based on the parameters defined here.


Switches Overview

Property Description
Switch Guard Dist Distance of the guide rail at the exit of the switch.
Clamp Mini Inner Smaller clamp used at the beginning of a switch.
Clamp Blade Clamp for rails including guidance for the switch blade.
Clamp Guard Clamp used for rails carrying an additional guide rail.
Clamp Single Inner Half Single inner rail clamp for individual rail sections.
Clamp Single Outer Half Single outer rail clamp for individual rail sections.
Hollow Sleeper Sleeper mesh containing internal switch linkage.
Switch Motor Mesh for electrically driven switch motors.
Manual Switch Lever Blueprint used for manually operated switches.
Switch Blade Throw Bar Mechanical linkage that moves the switch blade.
Clearance Marker Mesh Clearance marker automatically placed near switches.


Switch Guard Dist

Defines the distance of the guide rail at the exit of the switch.

This value controls how far the guide rail extends beyond the switch geometry to safely guide wheelsets after leaving the turnout.


Clamp Mini Inner

Defines a smaller clamp mesh used at the beginning of a switch.

This clamp is typically used where space is limited and standard clamps would collide with switch components.


Clamp Blade

Defines the clamp mesh used for rails that include guidance for the switch blade (tongue).

This clamp ensures correct positioning and movement of the switch blade during operation.


Clamp Guard

Defines the clamp mesh used for rail sections that also carry a guide rail.

This clamp variant supports both the main rail and the guide rail simultaneously.


Clamp Single Inner Half

Defines a single inner rail clamp used for individual inner rail sections.

This is typically used in areas where only one rail needs to be clamped independently.


Clamp Single Outer Half

Defines a single outer rail clamp used for individual outer rail sections.

This allows more flexible placement of clamps in complex switch geometries.


Hollow Sleeper

Defines the sleeper mesh that contains the internal switch linkage.

This sleeper type is used in switch areas where mechanical components such as throw bars or rods are located inside the sleeper.


Switch Motor

Defines the mesh used for an electrically driven switch motor.

This mesh is placed automatically when creating motorized switches using the Railtool.


Manual Switch Lever

Allows assigning a Blueprint used for manual switch operation.

A ready-to-use Blueprint is provided:

  • BP_SwitchLever01

Switch Blade Throw Bar

Defines the mechanical linkage connected to the switch blade.

The throw bar is responsible for physically moving the switch blade between its positions.


Clearance Marker Mesh

Defines the mesh used for clearance markers.

Clearance markers are placed automatically in areas where vehicles must remain clear to avoid collisions, indicating the safe clearance limit near switches.


Third Rail

The Third Rail section defines the power rail system used by vehicles with a side-mounted current collector and an active PowerComponent.

The third rail is required for electric vehicles to receive power. If a track section does not contain a Third Rail Data Layer, affected vehicles will display the message:

“No Power”

in the in-game HUD.

The Third Rail is implemented as a Data Layer Asset, similar to Guide Rails, and can be assigned using the Railtool’s Data Layer functionality.


Third Rail Overview

Property Description
Third Rail Begin Static Mesh placed at the beginning of the third rail section.
Third Rail Mid Looping Static Mesh used along the main length of the third rail.
Third Rail End Static Mesh placed at the end of the third rail section.
Third Rail Mount Mesh used as the holder for the third rail, placed individually on sleepers.
Third Rail Offset XYZ offset used to position the third rail relative to the track.


Third Rail Begin

Defines the Static Mesh placed at the start of a third rail section.

This mesh visually represents the transition from a non-powered to a powered track segment.


Third Rail Mid

Defines the looping Static Mesh used for the main length of the third rail.

This mesh is repeated automatically along the track wherever the Third Rail Data Layer is active.


Third Rail End

Defines the Static Mesh placed at the end of a third rail section.

This mesh visually represents the termination of the power rail.


Third Rail Mount

Defines the mesh used as the third rail holder.

⚠️ Important: The holder mesh must be a single, individual mesh, not a combined or grouped mesh.

This is required so the holder can be placed correctly on each sleeper by the Railtool.


Third Rail Offset

Defines the XYZ offset of the third rail relative to the track center.

This allows precise positioning of the power rail to match:

  • Vehicle current collector position
  • Track gauge
  • Regional infrastructure standards

All offset values are defined in Unreal Units (cm).


Important Notes

  • Third Rail Data Layers must be present on powered track sections
  • Vehicles without a compatible current collector will ignore the third rail
  • Incorrect offsets can lead to visual misalignment or loss of power detection

The Third Rail configuration is essential for electric vehicles and must be set up carefully to ensure reliable power supply during gameplay.


© 2025 Simuverse Interactive · SubwaySim 2 Modding Wiki

All trademarks and registered trademarks are the property of their respective owners. This Wiki is provided for documentation and modding purposes only.

2025/12/12 12:06 · dcs
manual/subwaysim/map_construction/creating_superstructure.1767605538.txt.gz · Last modified: by dcs

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