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Weapons

Hunting rifle, bow, spear, knife, and axe: weapon logic, action montages, overlays, and projectiles.

Tools

Lighter, pot, and signal flare: item actions, paired animations, and effects.

Consumables

Food, medicine, and the water bottle: use animations, visible changes, and consumption events.
Open Survival_FPS_Pack/Blueprints/Items to find the item Blueprints. The Views folder contains their animation components, and Settings contains the matching DA_ assets. See Content overview for the rest of the folders.
Survival item view Blueprints, including AC_DL700View, AC_HX2View, tool views, and consumable views

Each item keeps its animation and effect behavior in a matching view component.

Shared item behavior

Initializing a view

AC_ItemView.TryInitialize gets its owning item actor, then gets that actor’s owner as OwningCharacter. It calls the character interfaces to find AC_GameplayAnimation and the first-person camera.
AC_ItemView TryInitialize resolving Owning Actor, Owning Character, Gameplay Animation, and FP Camera

The view finds the item and its owning character before caching the animation and camera components.

If you spawn an item from your own inventory, set its Owner to the character before initializing the view. Without that owner, the view cannot find the character components it needs to play actions.

Character equipment

BP_Survival_Character has two equipment lists. Item Classes contains the five weapons, three tools, and water bottle. Consumable Classes contains the eight food and medicine classes. Configure both lists on your character copy before playing. Character explains how selection and input reach the items.

Animation setup

Character animations are in Animations/Character/UE5 and Animations/Character/UE4. Item animations are in Animations/Items. Use the character family that matches your animation configuration and retargeting workflow. Views assign F_CharacterItemMontage pairs for discrete actions such as draw, attack, reload, use, and holster. Animation settings select the character’s idle pose, overlay class, and procedural class. The item mesh uses its own Animation Blueprint to combine its resting pose with action montages. Follow Create an item to copy and connect these assets. Character setup covers retargeting, and Making adjustments covers placement and motion.