> ## 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.

# General

> Reference the Sci-Fi FPS Pack Blueprint runtime, animation systems, event tools, and extension boundaries.

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.

<CardGroup cols={2}>
  <Card title="Blueprints" icon="code" href="/sci-fi-fps-pack/unreal/general/character-item-runtime">
    Trace character, item, weapon, camera, IK motion, and visual-effect gameplay logic.
  </Card>

  <Card title="Animation" icon="film" href="/sci-fi-fps-pack/unreal/general/gameplay-animation">
    Configure animation settings, procedural Animation Blueprints, recoil, and animation-layer contracts.
  </Card>
</CardGroup>

## Animation event tools

Animation notifies and Animation Modifier Blueprints both work with animation content, but they solve different problems.

| Tool               | When it runs                                             | What it changes                                                                                                  |
| ------------------ | -------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- |
| Animation notify   | At an authored frame during animation playback           | Triggers a one-shot gameplay or presentation event such as reload timing, sound, visibility, or casing emission. |
| Animation modifier | In the editor when you apply it to an Animation Sequence | Writes authored data such as transform-derived curves into the sequence for later playback.                      |

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.

<CardGroup cols={2}>
  <Card title="Animation notifies" icon="bell" href="/sci-fi-fps-pack/unreal/general/animation-notifies">
    Place sound, visibility, reload, and casing events on the animation frames that drive them.
  </Card>

  <Card title="Animation modifiers" icon="wand-magic-sparkles" href="/sci-fi-fps-pack/unreal/general/animation-modifiers">
    Extract motion, copy curves, and inspect or revert authored Animation Sequence changes.
  </Card>
</CardGroup>

<Note>
  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.
</Note>
