I just began using the ARK Dev Kit recently and am trying to find my way around things. I’m trying to figure out how to edit mods that I have downloaded from the workshop, so I can reverse engineer them to learn how to make similar mods and make my own tweaks for personal use and whatnot. However, I ran into a few issues. Whenever I place the .uasset files from the mod I’m trying to edit into a project folder, they are all BlueprintGeneratedClass files, instead of blueprint files. This causes the editor to crash when trying to move or open any of these files. On a rare occasion I did end up getting one of the asset files to appear as a Blueprint file and another one as level, but opening them caused the program to do nothing at all. So basically I am asking if there is a way to peak at and edit the values of existing workshop mods through the Dev Kit, and how I would go about this.
Also as a side question, does every mod require a gamemode file to work, or can I just not have a gamemode file and set the mod to use the basic ARK gamemode?