> ## 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.

# Sci-Fi content

> Overview of the Sci-Fi FPS Pack character, weapons, animation sets, recoil assets, and supporting Unreal content.

The Sci-Fi FPS Pack is the product content layer on top of Gameplay Framework and ShooterCore. Use this page to locate the supplied assets before you customize a project character or weapon.

## Product entry points

| Content         | Location                                                                                                     | What it provides                                                                                          |
| --------------- | ------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------- |
| Character       | <code>/Game/KINEMATION/Sci-fi\_FPS\_Pack/Blueprints/BP\_SciFi\_Character</code>                              | A pack character that inherits camera, gameplay animation, IK motion, shooter input, and recoil behavior. |
| Demo map        | <code>/Game/KINEMATION/Sci-fi\_FPS\_Pack/Demo/Maps/Sci-fi\_Shooter\_Map</code>                               | A playable map for verifying the imported content and character flow.                                     |
| Animation sets  | <code>Animations/Weapons/\<weapon></code> and <code>Animations/Character/UE4</code> or <code>UE5</code>      | Character, weapon, camera, and procedural animation content organized by family.                          |
| Recoil          | <code>Blueprints/Recoil/\<weapon></code> and <code>Blueprints/Recoil/Shakes</code>                           | Weapon recoil data, fire-mode curves, camera curves, and camera-shake assets.                             |
| Additive motion | <code>Blueprints/AdditiveMotions</code>                                                                      | ADS, fire-mode, and ready-pose IK motion assets and their curves.                                         |
| Visual effects  | <code>VFX/Niagara</code>, <code>VFX/Materials</code>, <code>VFX/Meshes</code>, and <code>VFX/Textures</code> | Muzzle flashes, casings, materials, meshes, and textures used by weapon views.                            |
| Audio and UI    | <code>SFX/\<weapon></code>, <code>SFX/General</code>, and <code>UI</code>                                    | Weapon audio, general sounds, fonts, materials, textures, and weapon icons.                               |

## Supplied weapons

| Weapon                    | Base class                        | Pack-specific content                                                                   |
| ------------------------- | --------------------------------- | --------------------------------------------------------------------------------------- |
| <code>BP\_ARX\_Mk2</code> | <code>BP\_Shooter\_Weapon</code>  | Holograph, charge audio, energy-charge components, and custom charge/fire presentation. |
| <code>BP\_Gepard</code>   | <code>BP\_Shooter\_Weapon</code>  | Standard firearm setup with a pack-specific weapon view.                                |
| <code>BP\_M97</code>      | <code>BP\_Shooter\_Weapon</code>  | Grenade hold, unpin timing, release, and aiming rules.                                  |
| <code>BP\_Onyx</code>     | <code>BP\_Shooter\_Weapon</code>  | Revolver view and missing-round reload presentation.                                    |
| <code>BP\_RPG90</code>    | <code>BP\_Shooter\_Weapon</code>  | Collision, scene capture, and backblast components.                                     |
| <code>BP\_TP12</code>     | <code>BP\_Shooter\_Shotgun</code> | Shotgun reload and pump flow, holograph, custom fire effects, and aim point.            |

Each weapon has a matching <code>SAS\_</code> animation set. Keep the character mesh, weapon view, animation family, recoil data, camera animation, audio, and effects from the same weapon family unless you deliberately test a mixed setup.

## Continue to the detailed reference

* Read [Weapon blueprints](/sci-fi-fps-pack/unreal/general/weapon-blueprints) for the product-specific weapon Event Graph and view behavior.
* Read [Gameplay animation](/sci-fi-fps-pack/unreal/general/gameplay-animation) for animation settings, procedural Animation Blueprints, and layer interfaces.
* Read [Recoil](/sci-fi-fps-pack/unreal/general/recoil) for recoil data and runtime hookup.
* Read [Visual effects](/sci-fi-fps-pack/unreal/general/visual-effects) for Niagara and casing ownership.
