> ## 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.

# Making adjustments

> This page explains how to adjust weapon positions, animation, recoil, and firing settings.

export const MakingAdjustments = ({weaponPath, settingsPrefix, settingsImage, offsetImage, movementImage, aimingImage, swayImage, settingsLink, weaponsLink, recoilLink, motionLink}) => <>
    <h2 id="find-the-weapon-settings">Find the weapon settings</h2>
    <p>Open <code>{weaponPath}</code> in the <strong>Content Browser</strong>. Each weapon has an animation settings asset with the <code>{settingsPrefix}</code> prefix. Open the asset for the weapon you want to adjust.</p>
    {settingsImage}
    <p>These assets control the weapon pose, movement, aiming, sway, and recoil. You can also find the assigned asset through <strong>Animation Settings</strong> on the weapon's view component. See <a href={weaponsLink}>Items and weapons</a> for the weapon and settings list.</p>
    <h2 id="holding-pose">Holding pose</h2>
    <p><strong>Idle Pose</strong> sets the base pose used to hold the weapon. Open the assigned animation to check the pose. See <a href={settingsLink + '#general'}>General animation settings</a> for the pose and animation layer settings.</p>
    <h2 id="weapon-position">Weapon position</h2>
    <p>Expand <strong>Viewmodel Offset</strong> in the animation settings. Use <strong>Weapon Offset</strong> to move or rotate the weapon. Use <strong>Right Hand Offset</strong> and <strong>Left Hand Offset</strong> to adjust the grip. <strong>Pivot Offset</strong> changes the pivot used for procedural weapon motion.</p>
    {offsetImage}
    <p>Check the result while aiming and reloading as well as in the idle pose. See <a href={settingsLink + '#viewmodel-offset'}>Viewmodel offset</a> for more details.</p>
    <h2 id="movement">Movement</h2>
    <p>The <strong>Idle</strong>, <strong>Walk</strong>, <strong>Sprint</strong>, <strong>Jump Start</strong>, <strong>Jump Loop</strong>, and <strong>Jump End</strong> sections control weapon movement in each state.</p>
    {movementImage}
    <table><thead><tr><th>Setting</th><th>What it does</th></tr></thead><tbody>
      <tr><td><strong>Motion</strong></td><td>The animation used for the movement state.</td></tr>
      <tr><td><strong>Intensity</strong></td><td>The amount of movement. Lower it to reduce the motion.</td></tr>
      <tr><td><strong>Play Rate</strong></td><td>The animation speed.</td></tr>
      <tr><td><strong>Offset</strong></td><td>An additional position and rotation offset for this state.</td></tr>
    </tbody></table>
    <p>These settings affect animation. Character movement speeds are configured on the character. See <a href={settingsLink + '#movement'}>Movement settings</a>.</p>
    <h2 id="aiming">Aiming</h2>
    <p>Use the aiming settings to adjust the transition into aiming down sights (ADS).</p>
    {aimingImage}
    <table><thead><tr><th>Setting</th><th>What it does</th></tr></thead><tbody>
      <tr><td><strong>Ads Speed</strong></td><td>How quickly the weapon enters and leaves the aiming pose.</td></tr>
      <tr><td><strong>Ads Easing</strong></td><td>How the transition accelerates and slows down.</td></tr>
      <tr><td><strong>Ads Additive Blend</strong></td><td>How much additive animation remains while aiming.</td></tr>
      <tr><td><strong>Ads FOV</strong></td><td>The camera field of view while aiming. Lower values give a closer view.</td></tr>
      <tr><td><strong>Ads Motion</strong></td><td>The additional IK motion used when aiming.</td></tr>
      <tr><td><strong>Fire Mode Motion</strong></td><td>The IK motion used when switching fire modes.</td></tr>
    </tbody></table>
    <p>See <a href={settingsLink + '#aiming'}>Aiming settings</a> and <a href={motionLink}>IK motion</a> for more details.</p>
    <h2 id="sway">Sway</h2>
    <p><strong>Movement Sway</strong> adds motion when the character moves. <strong>Aiming Sway</strong> adds motion when you look around. Both have separate <strong>Position</strong> and <strong>Rotation</strong> settings.</p>
    {swayImage}
    <p>Start with <strong>Scale</strong> to adjust sway strength. Use <strong>Ads Scale</strong> to reduce sway while aiming. <strong>Stiffness</strong> and <strong>Damping</strong> control how the spring moves and settles. <strong>Interp Speed</strong> and <strong>Smoothing Speed</strong> control how quickly it responds, while <strong>Clamp Value</strong> limits the input where clamping is used.</p>
    <p>Test movement and mouse input separately, then repeat while aiming. See <a href={settingsLink + '#sway'}>Sway settings</a> for the individual properties.</p>
    <h2 id="recoil">Recoil</h2>
    <p>Open the asset assigned to <strong>Recoil Data</strong> in the animation settings. Adjust the hip and aim ranges to change the weapon kick. The recoil asset also controls recovery, controller recoil, and camera shake. See <a href={recoilLink}>Recoil</a> for the full settings reference.</p>
    <h2 id="fire-rate-and-ammunition">Fire rate and ammunition</h2>
    <p>Open the weapon Blueprint in <code>{weaponPath}</code> and select <strong>Class Defaults</strong>. Adjust these settings to change how the weapon fires:</p>
    <table><thead><tr><th>Setting</th><th>What it does</th></tr></thead><tbody>
      <tr><td><strong>Fire Rate</strong></td><td>Shots per minute. Increase it to fire faster.</td></tr>
      <tr><td><strong>Active Fire Mode</strong></td><td>The selected firing mode: semi, burst, or auto.</td></tr>
      <tr><td><strong>Supports Full Auto</strong></td><td>Whether automatic firing is available.</td></tr>
      <tr><td><strong>Burst Num</strong></td><td>The number of shots in a burst.</td></tr>
      <tr><td><strong>Max Ammo</strong></td><td>The ammunition capacity.</td></tr>
      <tr><td><strong>Active Ammo</strong></td><td>The starting ammunition count.</td></tr>
    </tbody></table>
    <p>See <a href={weaponsLink + '#weapon-settings'}>Weapon settings</a> for more details. Grenades and other specialized weapons may have different settings.</p>
    <h2 id="test-your-adjustments">Test your adjustments</h2>
    <p>Save your changes, then press <strong>Play</strong> and equip the weapon. Test movement, aiming, firing, and reloading. Change one setting at a time so you can compare the result.</p>
  </>;

<MakingAdjustments weaponPath="/Game/KINEMATION/Sci-fi_FPS_Pack/Blueprints/Weapons" settingsPrefix="SAS_" settingsImage={<Frame caption="Open the animation settings asset for the weapon you want to adjust."><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="Weapon animation settings assets in the Content Browser" /></Frame>} offsetImage={<Frame caption="Adjust the weapon position and hand offsets."><img src="https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationSettings_General_ViewmodelOffset.png?fit=max&auto=format&n=BvKUc44M8EsdeT19&q=85&s=e67ae263a71bda213eabf9e5404c43b8" alt="Viewmodel offset settings" /></Frame>} movementImage={<Frame caption="Adjust the animation for each movement state."><img src="https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/AnimationSettings_ProceduralMovement.png?fit=max&auto=format&n=BvKUc44M8EsdeT19&q=85&s=1dec5811dbbced0b074bcaac9f5757c3" alt="Procedural movement settings" /></Frame>} aimingImage={<Frame caption="Adjust aiming speed, motion, and field of view."><img src="https://mintcdn.com/kinemation/UM_aaEsISgGp3gjD/images/shooter-core/unreal/ShooterAnimationSettings_Aiming.png?fit=max&auto=format&n=UM_aaEsISgGp3gjD&q=85&s=b5e57e80a48396370b855ba10c58a449" alt="Shooter aiming settings" /></Frame>} swayImage={<Frame caption="Adjust movement and aiming sway."><img src="https://mintcdn.com/kinemation/UM_aaEsISgGp3gjD/images/shooter-core/unreal/ShooterAnimationSettings_Sway.png?fit=max&auto=format&n=UM_aaEsISgGp3gjD&q=85&s=abfa69b12250ff8d895c0ce9ff7e46ce" alt="Movement and aiming sway settings" /></Frame>} settingsLink="/sci-fi-fps-pack/unreal/general/animation-settings" weaponsLink="/sci-fi-fps-pack/unreal/general/items-and-weapons" recoilLink="/sci-fi-fps-pack/unreal/general/recoil" motionLink="/sci-fi-fps-pack/unreal/general/ik-motion" />
