Inside Unreal: Adding Mod Support with the Simple UGC Plugin

The livestream got me excited but I am mixed up about who does what. I think it goes like this:

Dev builds automation tool from ue4.25 source.
Dev uses UGC plugin to set up their game to be moddable.
Dev builds game executable and CoolGameEditor.exe and distributes to end users.
End users receive the CoolGame game executable as well as CoolGameEditor.
End Users run CoolGameEditor and it works just like Unreal Editor but somehow knows what can be eisted and what cannot. They put their own maps,models, etc into it and hook up the replacements.
End Users user CoolGameEditor to package the mod content they created using CoolGameEditor and then email the packages to their friends to put into their mod folder.
End Users run CoolGame and it loads the mod packages at runtime and applies them according to the way the Dev dictates via blueprints.

is that all correct?