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/.
| Folder | What is inside | Modder relevance |
|---|---|---|
Data/ | All gameplay data assets: Symptoms, Tools, Companies, Profiles, BaggageItems/Contraband, Handbook, GeneratorApperance (visitor look), Levels, DaysConfigs, loss rules | copy 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, Player | reference. 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, Dev | copy a gameplay level as a template for your campaign map (plus a QzLevelDataAsset) |
Audio/ | SoundCues and SoundClasses per NPC, creature, tool, ambience, voice | reference / copy as template |
Characters/ | Base skeletons, mannequins, first-person arms, shared animations | reference |
Art/ | Base-game meshes, textures, environments, VFX, props, destructibles | reference 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 profiles | reference: source characters, do not edit in place |
UltraDynamicSky/ | The game's sky and weather system; weather presets are in UltraDynamicSky/Blueprints/Weather_Effects/Weather_Presets | pick 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 output | ignore: 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, seeConfig/Tags/Generator.ini):Data/GeneratorApperance/{Bodies,Clothing,ColorSets,DNA,Glasses,Hair,Hats,Mutations,OtherAccessory,SkinOverlay,Skins}. Duplicate an existingDA_*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 inContent. Create one inside your mod'sContent/(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 ofItems/are named by kind (DA_Symptom_Disease_*,DA_Symptom_Mixed_*,DA_Symptom_Virus_*). Section grouping is inData/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 inBlueprints/Tools/<ToolName>/. - Maps (
QzLevelDataAsset):Data/Levels/DA_LevelChicago.uassetandDA_LevelMiami.uasset; the referenced levels live inMaps/. - Companies / campaigns:
Data/Companies/{Chicago,Miami,Endless_Chicago,Debug}/DA_Company*.uasset, each with aDays/subfolder. - Loss rules (
LossConditionsDataAsset):Data/DA_LossGameV2.uassetandData/DA_LossGame_Miami.uasset. - Visitor profiles:
Data/Profiles/DA_NPC*.uassetas generic templates,Data/DaysConfigs/Profiles/for per-campaign sets. - Baggage / contraband:
Data/BaggageItems/DA_BaggageItems_<Category>.uasset(visible items),Data/HiddenContraband/andData/InternalContrabands/(hidden/internal). - Handbook:
Data/Handbook/DA_Handbook_Chicago.uassetandDA_Handbook_Miami.uasset.
note
Third-party (Fab / Marketplace) assets in the kit are cooked and read-only. See Cooked content limitations.