our first ingame mod will be a console print, for learning purposes. Then we move to spawning an entity, as we will understand “dummying” process.
M2 (Mouse Right Click) opens the search view, this is how we add Nodes.

To add a node, we search for one and click on that. We will go to add a mod print.

You can move nodes by holding M1 in the node, much like how you can move window in Windows system.
On M1, you can drag the start of Mod Print node into the End of BeingPlay. Notice that, as said before, BeginPlay executes once, at the start of this Object.

you can do the inverse, dragging the BeginPlay first into ModPrint.
Disconnect nodes by holding ALT and click at it’s end or start pin.

compile is required, so changes are saved into the blueprint. Don’t confuse “Save” and “Compile”, one is for the scripting while other is for settings changes.
You can tinker with the search bar, search for nodes such as “Spawn” “Actor Scale” and so on.
Blueprint “Context Senstitive” issue & tip
Now you can Package it to the game: Cook the package to the game
View more Mod Creation: Mod Creation