Creating a UE5 project
Fire up Unreal Engine 5 from the Epic Games Launcher, and create a new project. We’ll use this to develop some of our mods.
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Pick the “Blank” template, ensure the type is
Blueprint(notC++) and give the project a location and name. In order to work with the game, we need to call the projectSubnautica2as our assets need to match the structure of the game:
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Click “Create”
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First up, let’s add GAS - the Gameplay Ability System. This is used for a number of things in Subnautica 2, and we can leverage it to make our own changes.
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Go to Edit > Plugins…
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Search for “Gameplay Abilities”
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Tick the box to the left of “Gameplay Abilities” and click the “Restart Now” button.
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Click the “Content Drawer” in the bottom left.
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Right click on “Content” and add a new folder, “Blueprints”.
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Add additional folders in a hierarchy: AbilitySystem, Effects, player.
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You may notice that the folder structure looks very much like the structure you see in FModel. This is intentional!

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Go to Edit > Project Settings…
- Click “Packaging” and ensure these options are checked:
- Use Pak file
- Use Io store
- Generate chunks

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Close the Project S
- Okay, that gives us a nice starter project to make some mods!