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Content map: where things live

QZSim/Content is huge; most of it is base-game art and MetaHuman assets you will never need to touch. The largest folders are Art/ and MetaHumans/.

FolderWhat is insideModder relevance
Data/All gameplay data assets: Symptoms, Tools, Companies, Profiles, BaggageItems/Contraband, Handbook, GeneratorApperance (visitor look), Levels, DaysConfigs, loss rulescopy as template: the main modding hub
Blueprints/Gameplay logic by system: AI, GameFlow, GameModes, Gameplay, KPP (checkpoint/inspection interactions), Tools (handheld tool actors), Weapon, Quests, Defence, Evacuation, Playerreference. Tools/ is commonly paired with a tool mod. Child Blueprints of base gameplay classes are possible (bed, cat, tools) but can break when the base Blueprint changes
UI/UMG widgets by feature: HUD, Menu, Tablet, DayReport, Defence, Tutorial, etc.reference; your own widgets can embed base widget elements
Maps/Level .umap files: Chekpoint, Checkpoint_Miami, Intro, Menu, PreMenu, Devcopy a gameplay level as a template for your campaign map (plus a QzLevelDataAsset)
Audio/SoundCues and SoundClasses per NPC, creature, tool, ambience, voicereference / copy as template
Characters/Base skeletons, mannequins, first-person arms, shared animationsreference
Art/Base-game meshes, textures, environments, VFX, props, destructiblesreference only; huge, browse for source assets
MetaHumans/About 90 premade MetaHuman folders (Female01-30, Male01-30, named unique NPCs) used by the visitor generator and NPC profilesreference: source characters, do not edit in place
UltraDynamicSky/The game's sky and weather system; weather presets are in UltraDynamicSky/Blueprints/Weather_Effects/Weather_Presetspick presets for the Weather day modifier
Movies/Video clips used by the game (tutorial and hint videos)reference
Localization/ + L10N/Source string tables and compiled per-language outputignore: regenerated by the engine; mods ship their own strings
Materials/, Textures/ (top level)Shared base materials, functions and instances, and a secondary loose-textures folder (separate from Art/Textures)reference
DBD/, FpsAnimationBundle/, UltraVolumetrics/, AutoEnvTools/, MiamiPrototype/, Sequencer/, Sounds/, CreditsSystem/, Splash/, Tables/, Dev/, Developers/, Editor/, Collections/, __ExternalActors__/A crossover bundle, marketplace plugins (volumetrics, environment tools), an animation pack, dev/prototype sandboxes, developer folders, cinematics, credits/splash, and the engine-managed One File Per Actor folder (__ExternalActors__, never edit directly)ignore for modding

Where to find the base asset to copy​

  • Visitor appearance (GeneratorApperance, keyed by GameplayTag, see Config/Tags/Generator.ini): Data/GeneratorApperance/{Bodies,Clothing,ColorSets,DNA,Glasses,Hair,Hats,Mutations,OtherAccessory,SkinOverlay,Skins}. Duplicate an existing DA_* in the matching subfolder. A duplicate replaces the base item; to add a new one, see Visitor appearance.
  • Checkpoint staff skins (QzStaticNPCSkinDataAsset): no base asset ships in Content. Create one inside your mod's Content/ (Content Browser → Add → Miscellaneous → Data Asset → QzStaticNPCSkinDataAsset, one asset per NPC tag). Replacement is the only supported path, for the 5 fixed tags (NPC.Skin.Doc/Usmon/UsmonWhite/Military/Scientist).
  • Symptoms (QzSymptomDataAsset): Data/Symptoms/Items/. Subfolders: Animations, Breath, Custom, Dog, Electroshock, Eye, Hammer, Mathioscope, Multitool, Organs, Skin, UV, UVStick, Worms; the assets at the top of Items/ are named by kind (DA_Symptom_Disease_*, DA_Symptom_Mixed_*, DA_Symptom_Virus_*). Section grouping is in Data/Symptoms/Sections/DA_SymptomSection_*.uasset.
  • Tools (QzToolDataAsset): Data/Tools/DA_*.uasset (Hammer, Scanner, Stethoscope, Syringe, UVStick, XRay, Multitool, Matioscope, Electroshock, DogTool, Pistol, Wanted). Pair with the actor Blueprint in Blueprints/Tools/<ToolName>/.
  • Maps (QzLevelDataAsset): Data/Levels/DA_LevelChicago.uasset and DA_LevelMiami.uasset; the referenced levels live in Maps/.
  • Companies / campaigns: Data/Companies/{Chicago,Miami,Endless_Chicago,Debug}/DA_Company*.uasset, each with a Days/ subfolder.
  • Loss rules (LossConditionsDataAsset): Data/DA_LossGameV2.uasset and Data/DA_LossGame_Miami.uasset.
  • Visitor profiles: Data/Profiles/DA_NPC*.uasset as generic templates, Data/DaysConfigs/Profiles/ for per-campaign sets.
  • Baggage / contraband: Data/BaggageItems/DA_BaggageItems_<Category>.uasset (visible items), Data/HiddenContraband/ and Data/InternalContrabands/ (hidden/internal).
  • Handbook: Data/Handbook/DA_Handbook_Chicago.uasset and DA_Handbook_Miami.uasset.
note

Third-party (Fab / Marketplace) assets in the kit are cooked and read-only. See Cooked content limitations.