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Current source-project configuration

Integrate

Prerequisites

  • A project-owned game mode and target map.
  • A child of .
  • The EnhancedInput plugin.
  • Compatible character mesh and Animation Blueprint assets.
1

Configure the player class

Set the mesh and Animation Blueprint on your character child. Keep the inherited framework components and parent possession behavior.
2

Register the input contexts

Add to the local player’s Enhanced Input subsystem during possession or player-controller initialization.
3

Choose the available items

Add to ItemClasses. Treat ItemClasses as class configuration and the spawned Items array as runtime state.
4

Configure the game mode

Set the character child as the game mode’s default pawn. Assign that game mode in the target map’s World Settings or as a verified project default.
5

Validate the complete chain

Open and run play-in-editor. Confirm movement, item switching, ADS, fire, reload, fire-mode changes, effects, and UI values.
The supplied source project’s global default game mode points to /Game/KINEMATION/TacticalShooterPack/Maps/LevelPrototyping/BP_TacticalShooterPack, but that content is absent from the source checkout. Set a valid project game mode before you depend on the default.

Acceptance checklist

  • The map resolves to a valid game mode and the intended pawn.
  • Move, look, reload, and fire-mode input respond.
  • Item switching updates the equipped view.
  • Weapon-view initialization resolves the character, first-person camera, gameplay animation component, and recoil component.
  • ADS updates the target FOV and uses the weapon aim point.
  • Firing triggers one muzzle effect, one intended sound, and the configured casing behavior.
  • The ammo and fire-mode UI query ShooterCore interfaces.
Read Character and item runtime and Shooter runtime when one part of the chain does not initialize.