Skip to main content
Use General when you need to understand or extend the Unreal Engine runtime. The section separates Gameplay Framework and ShooterCore Blueprint logic from animation settings, procedural layers, recoil, and animation authoring events.

Blueprints

Trace character, item, weapon, camera, IK motion, and visual-effect gameplay logic.

Animation

Configure animation settings, procedural Animation Blueprints, recoil, and animation-layer contracts.

Animation event tools

Animation notifies and Animation Modifier Blueprints both work with animation content, but they solve different problems. Use a notify when timing must follow a frame in a Sequence or Montage. Use a modifier when you need to generate or copy animation data before the animation runs. Keep source animations project-owned or duplicated before applying editor-time modifiers.

Animation notifies

Place sound, visibility, reload, and casing events on the animation frames that drive them.

Animation modifiers

Extract motion, copy curves, and inspect or revert authored Animation Sequence changes.
Gameplay Framework and ShooterCore remain reusable snippets. Their product-specific paths, assets, screenshots, and expected results are supplied by the Sci-Fi FPS Pack pages.