“Dummying” translates to “Getting the exact game file path and naming”.
This is a way to modify existing entities or execute a script to them.
Let’s dummy the entity “Hound” dummying variables is in FMODEL — Finding Class & Variables
For this tutorial, we will not use Learning to Mod: “Ingame viewing Entity Class”. we will try a different approach, using common names.
if you played the game enough times, you will start to get used to entity names. You can alternativelly use Wiki to find entities names and assume it’s the same in source. https://escapethebackrooms.fandom.com/wiki/Hound
Now, we can use FModel to find anything related to it. Notice, we will be getting it’s Class. See Reference x Class
Select “EscapeTheBackrooms-WindowsNoEditor.pak”

Then, we get put inside this file.

Now we use the search bar

We search for “Hound” this is a Key-Word we are using

With the previous course of Blueprint (BP), we have to find a file that starts with “BP_”

notice theres two “BP_”, both are usefull.
we now dummy it’s path and name. we copy contents and mimic it in our Unreal Project. Do not put “.uasset”
we will mimic /Entity/Hound/BP_Hound location.
Now that this is done, you can reference this blueprint in your Visual Scripting Graph.
Go back to your MainBlueprint (Defaulted as “BP_MainAnyName”) Searching for “Hound” will not show anything usefull, You have to spawn, find or cast it.
