> ## 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.

# 🔍 Content overview

> Find the character, six weapons, animations, sounds, and effects included in the pack.

export const ContentOverview = ({intro, rootPath, productFolder, folderImage, characterName, characterPath, demoMap, blueprintsImage, weapons, weaponsImage, animationDescription, animationImage, effectsDescription, itemsImage, weaponConfiguration, animationSetupLink, characterLink, weaponsLink, nextLinks}) => <>
    <p>{intro}</p>
    <h2 id="content-folders">Content folders</h2>
    <p>The pack uses two folders below <code>{rootPath}</code>.</p>
    <ul>
      <li><code>Common</code> contains systems shared by KINEMATION packs. Gameplay Framework connects the character, its equipment, and animation. Shooter Core adds firing, ammunition, reloads, and recoil. Camera, IK motion, and animation tools also live here.</li>
      <li><code>{productFolder}</code> contains this pack's character, weapons, animations, sounds, effects, and demo.</li>
    </ul>
    {folderImage}
    <h2 id="character-and-demo">Character and demo</h2>
    <p>Open <code>{demoMap}</code> to try the weapons. The player uses <code>{characterName}</code>, found in <code>{characterPath}</code>.</p>
    <p>This Blueprint handles movement and look input, keeps a simple inventory, and sends actions such as aiming, firing, and reloading to the equipped item. Its components play the character animation, move the first-person camera, and add weapon motion and recoil.</p>
    {blueprintsImage}
    <h2 id="items-and-weapons">Items and weapons</h2>
    <p>Each weapon combines a Blueprint for gameplay, a view component for animation and effects, and a settings asset for its pose and motion.</p>
    {weapons}
    {weaponsImage}
    <h2 id="use-the-pack-with-your-character">Use the pack with your character</h2>
    <p>Duplicate <code>{characterName}</code> into your own content folder if you want to modify it. Use this copy as your player character so you start with the input, equipment, and animation connections already in place.</p>
    <p>To use your own character mesh, follow <a href={animationSetupLink}>Animation setup</a>. You will add the required virtual bones to its Skeleton, retarget the animations, and apply the result to your duplicate through an animation override.</p>
    <p>If you already have a player Blueprint and want to keep its gameplay, use the <a href={characterLink}>Character</a> page to understand the components and input flow before connecting the pack to it.</p>
    <h3 id="choose-your-equipment">Choose your equipment</h3>
    <p>Open your character copy and select <strong>Class Defaults</strong>. Edit <strong>Item Classes</strong> to choose the items it spawns. Remove weapons you do not want and add your own weapon Blueprint classes here. The character manages the spawned items and switches between them during play.</p>
    {itemsImage}
    <h3 id="configure-a-weapon">Configure a weapon</h3>
    {weaponConfiguration}
    <p>See <a href={weaponsLink}>Items and weapons</a> for how weapon Blueprints and view components work together.</p>
    <h2 id="animation-content">Animation content</h2>
    {animationDescription}
    {animationImage}
    <h2 id="sounds-and-effects">Sounds and effects</h2>
    {effectsDescription}
    {nextLinks}
  </>;

export const Weapons = () => <ul><li><code>BP_ARX_Mk2</code>: charged energy weapon and holographic display.</li><li><code>BP_Gepard</code>: conventional firearm setup.</li><li><code>BP_M97</code>: grenade unpin, hold, and throw.</li><li><code>BP_Onyx</code>: revolver with reloads selected by missing rounds.</li><li><code>BP_RPG90</code>: launcher with scope capture and backblast presentation.</li><li><code>BP_TP12</code>: shotgun with shell reload and pump action.</li></ul>;

export const AnimationDescription = () => <><p><code>Animations/Character/UE4</code> and <code>UE5</code> contain the character animations and Animation Blueprints. <code>Animations/Weapons</code> contains the matching weapon animation.</p><p>The <code>SAS_</code> assets in <code>Blueprints/Weapons</code> select each weapon's pose and procedural settings. <code>Blueprints/Recoil</code> stores recoil data and curves. <code>Blueprints/AdditiveMotions</code> contains short IK motions for aiming, changing fire mode, and ready poses.</p></>;

export const EffectsDescription = () => <p><code>SFX</code> contains general and weapon-specific sounds. <code>VFX</code> contains Niagara effects, materials, meshes, and textures for muzzle flashes, casings, and energy effects. <code>UI</code> contains the supporting icons, fonts, and materials.</p>;

export const WeaponConfiguration = () => <><p>For a conventional firearm, start with <code>BP_Gepard</code>. In its <strong>Class Defaults</strong>, <strong>Fire Rate</strong> sets shots per minute and <strong>Max Ammo</strong> sets capacity. Duplicate the weapon before changing it, then add your copy to the character's <strong>Item Classes</strong>.</p><p>The <code>AC_Gepard</code> view component holds the firing and reload montage pairs, sound, and muzzle effects. Its <strong>Animation Settings</strong> points to <code>SAS_Gepard</code>, which controls the holding pose, movement, aiming, sway, and recoil profile. Duplicate that asset and assign the copy to your view when you want independent animation tuning.</p></>;

export const NextLinks = () => <p>Next, follow <a href="/sci-fi-fps-pack/unreal/tutorials/animation-setup">Animation setup</a> to use your mesh, <a href="/sci-fi-fps-pack/unreal/tutorials/project-integration">Project integration</a> to use the character in your level, or <a href="/sci-fi-fps-pack/unreal/tutorials/create-a-weapon">Create a weapon</a> to add equipment.</p>;

<ContentOverview intro="Sci-Fi FPS Pack includes a playable first-person character and six weapon setups. Each setup connects gameplay, character and weapon animation, recoil, sound, and effects." rootPath="/Game/KINEMATION" productFolder="Sci-fi_FPS_Pack" characterName="BP_SciFi_Character" characterPath="Sci-fi_FPS_Pack/Blueprints" demoMap="Sci-fi_FPS_Pack/Demo/Maps/Sci-fi_Shooter_Map" folderImage={<Frame caption="The product folder groups animation, Blueprints, demo content, audio, and effects."><img src="https://mintcdn.com/kinemation/pVOinQJ5aT59AJJy/images/sci-fi-fps-pack/unreal/sci-fi-fps-pack_content-folder.png?fit=max&auto=format&n=pVOinQJ5aT59AJJy&q=85&s=7ea779e95855484569b1efb4fd927ecd" alt="Sci-Fi FPS Pack content folders" /></Frame>} blueprintsImage={<Frame caption="Start with the character Blueprint and the Weapons folder."><img src="https://mintcdn.com/kinemation/pVOinQJ5aT59AJJy/images/sci-fi-fps-pack/unreal/sci-fi-fps-pack_content_blueprints.png?fit=max&auto=format&n=pVOinQJ5aT59AJJy&q=85&s=a17dcdc0b7bbf2d684fe94ca228d4208" alt="Sci-Fi character and weapon Blueprint folders" /></Frame>} weapons={<Weapons />} weaponsImage={<Frame caption="Each weapon has a Blueprint and a matching view component."><img src="https://mintcdn.com/kinemation/pVOinQJ5aT59AJJy/images/sci-fi-fps-pack/unreal/sci-fi-fps-pack_content_weapon-blueprints.png?fit=max&auto=format&n=pVOinQJ5aT59AJJy&q=85&s=1357d5e10417b6795471e62ac7a7dd8a" alt="Six Sci-Fi weapon Blueprints" /></Frame>} animationDescription={<AnimationDescription />} animationImage={<Frame caption="SAS assets hold per-weapon animation settings."><img src="https://mintcdn.com/kinemation/pVOinQJ5aT59AJJy/images/sci-fi-fps-pack/unreal/sci-fi-fps-pack_content_weapon-animation-settings.png?fit=max&auto=format&n=pVOinQJ5aT59AJJy&q=85&s=0ce9d8c52a30ba881be6c1dd5aa272b9" alt="Sci-Fi weapon animation settings assets" /></Frame>} effectsDescription={<EffectsDescription />} animationSetupLink="/sci-fi-fps-pack/unreal/tutorials/animation-setup" characterLink="/sci-fi-fps-pack/unreal/general/character" weaponsLink="/sci-fi-fps-pack/unreal/general/items-and-weapons" itemsImage={<Frame caption="Choose the weapons your character carries in Item Classes."><img src="https://mintcdn.com/kinemation/9aZEADwMORfeQEcq/images/sci-fi-fps-pack/unreal/sci-fi-fps_character-details-items-list.png?fit=max&auto=format&n=9aZEADwMORfeQEcq&q=85&s=dd5b807d2c7fd75967768b38e80a3fae" alt="Character defaults showing the Item Classes equipment list" /></Frame>} weaponConfiguration={<WeaponConfiguration />} nextLinks={<NextLinks />} />

## Asset naming

KINEMATION Unreal assets use prefixes that describe their role. Use the same pattern for project-owned children so Blueprint searches and references stay clear.

| Prefix | Meaning                                           |
| ------ | ------------------------------------------------- |
| `BP_`  | Blueprint class or Blueprint-authored data asset. |
| `BPI_` | Blueprint Interface.                              |
| `AC_`  | Actor Component.                                  |
| `ABP_` | Animation Blueprint.                              |
| `ALI_` | Animation Layer Interface.                        |
| `DA_`  | Primary Data Asset.                               |
| `IA_`  | Enhanced Input action.                            |
| `IMC_` | Enhanced Input mapping context.                   |
| `F_`   | Struct asset.                                     |
| `E_`   | Enum asset.                                       |
| `WBP_` | Widget Blueprint.                                 |

All documented asset paths start at `/Game`. The matching files live below the project's `Content` folder and use Unreal's asset extensions.
