Thanks for the insights @MostHost_LA! I guess I should clarify indeed. I’m looking for a very basic level of modding for now. I will only involve subclassing a single Blueprint and implementing a few virtual functions. I have the logic for reading all subclasses of this Blueprint from the AssetRegistry implemented.
What puzzles me is how I can get the editor in the hands of a modder, so that they have this base Blueprint available to subclass, without putting all the unrelated assets (other meshes, materials, audio, etc.) in their hands as well.
I took a look at Ark and it seems like they are simply putting their entire project up for download, minus maybe the C++ sources, I couldn’t tell. Is that indeed the intended road to go down? Put the project basically up for download and have modders create plugins from that?