As an example, we will modify the max ammo per clip/magazine for an SMG weapon in a game called Trepang2.
(UE5 modders - Not possible if the game has IOStore enabled)
The first thing I do is find the correct blueprint containing that piece of information, which in this case is the BP_SMG.
Export the asset, open the asset using UAssetGUI, and navigate to the default values section of the blueprint.
Default values are in Export n (Default__<BP_Name>_C) in every BP, for this it's Export 7 (Default__BP_SMG_C).
If we scroll down a bit, we can find the value we were looking for, the AmmoPerClip, which I will set to 99.
Save the changes and begin with constructing the mod folder.
In this case, the folder structure is:
MoreAmmoSMG_P\CPPFPS\Content\Weapon\SMG
Where the last folder in the path, contains the modified assets (.uasset and .uexp).
Package it using UnrealPak, move the created pak file into Paks folder, and test it in-game.



