> ## 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.

# Project integration

> Connect the Sci-Fi FPS Pack character, game mode, items, and Enhanced Input contexts to your Unreal project.

export const productName_0 = "Sci-Fi FPS Pack"

export const characterClass_0 = "BP_SciFi_Character"

export const mappingContexts_0 = <><code>/Game/KINEMATION/Common/GameplayFramework/Inputs/IMC_Gameplay_Core</code> and <code>/Game/KINEMATION/Common/ShooterCore/Inputs/IMC_Shooter_Core</code></>

export const inputScreenshots_0 = 
  <>
    <Frame caption="BP_Gameplay_Character move input converts Enhanced Input values into character movement.">
      <img
        src="/images/gameplay-framework/unreal/gameplay-framework_move-input.png"
        alt="BP Gameplay Character IA Move Blueprint event applying forward and right movement input"
      />
    </Frame>
    <Frame caption="BP_Gameplay_Character look input routes Enhanced Input values into camera control.">
      <img
        src="/images/gameplay-framework/unreal/gameplay-framework_character_look-input.png"
        alt="BP Gameplay Character IA Look Blueprint event applying yaw and pitch input"
      />
    </Frame>
  </>

export const itemClasses_0 = <><code>BP_ARX_Mk2</code>, <code>BP_Gepard</code>, <code>BP_M97</code>, <code>BP_Onyx</code>, <code>BP_RPG90</code>, <code>BP_TP12</code>, or project-owned children</>

export const demoMap_0 = "/Game/KINEMATION/Sci-fi_FPS_Pack/Demo/Maps/Sci-fi_Shooter_Map"

export const expectedResult_0 = "The target map spawns the project character, both mapping contexts respond, ItemClasses produces usable items, weapon views initialize, and reload ammunition changes only at the notify frame."

## Current source-project configuration

| Setting                | Inspected value                                                 |
| ---------------------- | --------------------------------------------------------------- |
| Source-project version | Unreal Engine 5.2                                               |
| Editor startup map     | `/Game/KINEMATION/Sci-fi_FPS_Pack/Demo/Maps/Sci-fi_Shooter_Map` |
| Game default map       | `/Game/KINEMATION/Sci-fi_FPS_Pack/Demo/Maps/Sci-fi_Shooter_Map` |
| Default input classes  | `EnhancedPlayerInput`, `EnhancedInputComponent`                 |

## Integrate {productName_0}

### Prerequisites

* A project-owned game mode and target map.
* A child of <code>{characterClass_0}</code>.
* The `EnhancedInput` plugin.
* Compatible character mesh and Animation Blueprint assets.

<Steps>
  <Step title="Configure the player class">
    Set the mesh and Animation Blueprint on your character child. Keep the inherited framework components and parent possession behavior.
  </Step>

  <Step title="Register the input contexts">
    Add {mappingContexts_0} to the local player's Enhanced Input subsystem during possession or player-controller initialization.

    {inputScreenshots_0}
  </Step>

  <Step title="Choose the available items">
    Add {itemClasses_0} to `ItemClasses`. Treat `ItemClasses` as class configuration and the spawned `Items` array as runtime state.
  </Step>

  <Step title="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.
  </Step>

  <Step title="Validate the complete chain">
    Open <code>{demoMap_0}</code> and run play-in-editor. Confirm movement, item switching, ADS, fire, reload, fire-mode changes, effects, and UI values.
  </Step>
</Steps>

<Warning>
  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.
</Warning>

<Check>
  {expectedResult_0}
</Check>

## 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](/sci-fi-fps-pack/unreal/general/character-item-runtime) and [Shooter runtime](/sci-fi-fps-pack/unreal/general/shooter-runtime) when one part of the chain does not initialize.
