@devs- Question about sound modding

Be sure to look over the two asset files in the GenericMod, those two files are loaded up with the mod’s blank map file (in the case of a generic mod to only replace assets) before loading up another map. For your mod you can just create a child blueprint from the parent of those assets by finding the parent in the content browser and then right clicking and selecting “Create blueprint based on this” (to undo the changes they made to make the primal game mode mod, which is what the GenericMod is). It will create a child blueprint that you need to move to your own mod folder. Inside your new PrimalGameData_BP_Child blueprint you will find DinoEntries. Here you can change the base game to use a new dino blueprint (that would be utilizing your new sounds/animations). From here you basically repeat the process of creating a child of that dino and going deeper and changing what you want to change along the way until you accomplish your goal.