Natively loading mods

To natively load mods, there are a few options:

You will also need to produce a standard for blueprint names, install folder hierarchy and naming, that you must communicate to modders to conform to, but that will all be up to how you want to do it.

This does not just apply to blueprint mods. You can still use it to mount and load in assets for the other modding types like audio, asset editing and visual. Since you are mounting every asset inside of the pak file regardless, any asset replacing an existing one will still work in the same way as the normal Pak patching method.