> ## 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.

# Use Consumable

> Trigger a consumable's use event when the character takes a bite, drinks, or applies medicine.

`BP_AnimNotify_Survival_UseConsumable` sends a use event to the character's active consumable. Place it at the moment you want to change the item or apply its gameplay effect.

You can find the notify in `Survival_FPS_Pack/Blueprints/Notifies`.

## Place the notify

1. Open the character's eating, drinking, or healing animation. The bread example uses `A_FP_Bread_Eat`.
2. Scrub to the bite, sip, or application moment.
3. Right-click a **Notifies** track and add `BP_AnimNotify_Survival_UseConsumable`. It appears as **Use Consumable**.
4. Save the animation and select that consumable in **Play** mode.

![Bread eating animation with Use Consumable on the character's Notifies track](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_use-consumable-notify-on-montage-example-bread.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=4c57c9039076961d6bf26e0a24991767)

A\_FP\_Bread\_Eat places Use Consumable at the bite, when the bread should change appearance.

Keep the notify on the character animation. The notify asks the owner of that mesh for its active consumable. When a montage plays the sequence, the sequence's notify runs with it; avoid adding the same use event to both assets.

## What it runs

The notify's `Received_Notify` function:

1. Gets the owner of `MeshComp`.
2. Calls `GetConsumableItem` through `BPI_Survival_Character`.
3. Checks that the returned item is valid.
4. Calls `UseConsumable` through `BPI_Survival_ConsumableItem` and returns `true`. If the item is invalid, it returns `false`.

![Use Consumable Received Notify graph with Get Consumable Item, Is Valid, and Use Consumable calls](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/BP_AnimNotify_Survival_UseConsumable_Received_Notify_00000.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=0cec43fb0294780ac0a82a2594ba6381)

Use Consumable checks the active consumable before sending the interface event.

This uses the active consumable reference, which the character tracks separately from the regular equipped item. Your character must implement `BPI_Survival_Character`, and the selected consumable must implement `BPI_Survival_ConsumableItem`.

## Bread example

`BP_Survival_Bread` implements `UseConsumable` by calling `UpdateBreadVisibility`. That function selects a mesh from `BreadMeshes` and updates the `ConsumableMesh` position. The bread changes as the eating animation reaches each use event.

To add hunger, thirst, or healing, extend `UseConsumable` on your consumable Blueprint. For a child of an existing consumable, keep its inherited visual changes when adding your effect.

## Repeated use

`AC_Survival_ConsumableView` starts its use animation when equipped and repeats it according to `MaxUseTimes`. Its timer starts the next animation; this notify marks the use moment within each playback.

A notify in a repeated animation runs on every playback that reaches it. Decide whether your gameplay effect should apply at every bite or once for the whole item, and handle that in `UseConsumable`. Adding another notify also adds another use event.

Test the complete sequence: selection, drawing the item, each use event, putting it away, and returning to the previous item. See [Consumables](https://docs.kinemation.xyz/survival-pack/unreal/general/items/consumables.md#repeated-use) for the view's timing and settings.


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