> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# 🔥VFX

> In this page we will cover how bullet casings are handled by the pack.

The **FPS Animation Pack** relies on a single Niagara System, which is responsible for the effect of the empty casing when firing:

<Frame caption={"Niagara settings."}>
  <img src="https://mintcdn.com/kinemation/6K2VhvCCGB3AmUKf/images/fps-animation-pack/unreal/a60d198b16dd5031136c.png?fit=max&auto=format&n=6K2VhvCCGB3AmUKf&q=85&s=28aa08952694f1523038204260273de3" alt="" width={563} data-path="images/fps-animation-pack/unreal/a60d198b16dd5031136c.png" />
</Frame>

There are [Casing Particle Settings](/fps-animation-pack/unreal/gameplay/types#casing-particle-settings) for different weapon types, depending on the caliber. The actual effect is spawned via the **AnimNotify\_SpawnCasing**:

<Frame caption={"Spawn Casing notify."}>
  <img src="https://mintcdn.com/kinemation/6K2VhvCCGB3AmUKf/images/fps-animation-pack/unreal/f7d27b91d1f04b8faafa.png?fit=max&auto=format&n=6K2VhvCCGB3AmUKf&q=85&s=bb7a4ebc3662a5b533fd4b2b28f350fc" alt="" width={422} data-path="images/fps-animation-pack/unreal/f7d27b91d1f04b8faafa.png" />
</Frame>

<Tip>
  **Tip**: these notifies are placed in weapons fire animations.
</Tip>
