> ## 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.

# Items

> Learn how item Blueprints, views, and animation settings work together for weapons, tools, food, and medicine.

> [card] [Weapons](https://docs.kinemation.xyz/survival-pack/unreal/general/items/weapons.md)
>
> Hunting rifle, bow, spear, knife, and axe: weapon logic, action montages, overlays, and projectiles.

> [card] [Tools](https://docs.kinemation.xyz/survival-pack/unreal/general/items/tools.md)
>
> Lighter, pot, and signal flare: item actions, paired animations, and effects.

> [card] [Consumables](https://docs.kinemation.xyz/survival-pack/unreal/general/items/consumables.md)
>
> 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](https://docs.kinemation.xyz/survival-pack/unreal/get-started/content-overview.md) for the rest of the folders.

![Survival item view Blueprints, including AC\_DL700View, AC\_HX2View, tool views, and consumable views](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_item-view-blueprints.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=7091d5686d5d526966b6c71fc9b4fc59)

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

## Shared item behavior

Every item the character can hold derives from `BP_Gameplay_Item`. This includes `BP_DL700`, `BP_Pot`, and `BP_Survival_Bread`. The shared base gives them the same actions: equip, put away, use, aim, and inspect. The character can send an action to its equipped item without needing separate input logic for each item.

## Gameplay and visuals

The item Blueprint implements gameplay: it decides whether an action can start and when it finishes. Its `ItemMesh` displays the item. A view component handles the animations and effects that accompany those actions.

`AC_ItemView` is the base view component. It provides the draw, put-away, and inspect animations, plus the animation settings to use while holding the item. Views such as `AC_DL700View`, `AC_PotView`, and `AC_Survival_BreadView` add the actions for individual items.

For example, when you switch items, the character puts away the current item and equips the next one. The new item's view receives `OnEquip`, plays the draw animation on the character and item, and gives the character animation component its `AnimationSettings`. That changes how the character holds and moves with the new item.

![Shared item view OnEquip graph applying AnimationSettings and playing the equip montage pair](https://mintcdn.com/kinemation/SNGN1MO-2cou2Sl-/images/kinemation/unreal/AC_ItemView_OnEquip_00000.png?fit=max\&auto=format\&n=SNGN1MO-2cou2Sl-\&q=85\&s=cade0c5da9761fd87a267f9120ece369)

The shared OnEquip path plays paired draw animations and applies the item's animation settings.
For example, `BP_Pot` uses `AC_PotView` and `DA_Pot`. The item responds to use input, the view plays the lid or sip animation, and the settings select the holding pose and procedural motion.

## Item animation settings

Select the view component in the item Blueprint to configure these properties.

<table><thead><tr><th>View property</th><th>Use</th></tr></thead>
<tbody><tr><td>`AnimationSettings`</td><td>Holding pose, animation layers, and procedural motion while this item is equipped.</td></tr>
<tr><td>`EquipMontage`</td><td>Character and item animations for drawing the item.</td></tr>
<tr><td>`UnEquipMontage`</td><td>Character and item animations for putting it away.</td></tr>
<tr><td>`InspectMontage`</td><td>Character and item animations for inspecting it.</td></tr></tbody></table>

Each montage entry uses `F_CharacterItemMontage`, a pair of animations for the character and item. Pairing them keeps the hands and moving item parts together during an action. `PlayCharacterItemMontage` returns the playback length so the gameplay logic can wait for the animation to finish.

## Connecting custom gameplay

The built-in character initializes its equipment. If you spawn an item yourself, give it an owning character before calling `TryInitialize`. Initialization finds that character's mesh, camera, and animation component so the view can play its actions.

Blueprint interfaces provide the common calls between these objects:

<ul><li>`BPI_Gameplay_Item` lets the character equip, unequip, use, stop using, aim, and inspect the item, and check whether it can aim.</li>
<li>`BPI_Gameplay_ItemView` lets other Blueprints get the item's mesh and view component.</li>
<li>`BPI_Gameplay_Character` lets the item get its owner's character mesh, animation component, camera, and equipped item.</li></ul>

For a new visual action, extend the view's `OnEquip`, `OnUnEquip`, `OnInspect`, or `OnUseItem`. Keep gameplay decisions on the item Blueprint so replacing an animation does not require changing the character's input.

## 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](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/AC_ItemView_TryInitialize_00000.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=36f737e3a012805982a8a2d90ddbbd81)

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](https://docs.kinemation.xyz/survival-pack/unreal/general/character.md) 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](https://docs.kinemation.xyz/survival-pack/unreal/tutorials/create-an-item.md) to copy and connect these assets. [Character setup](https://docs.kinemation.xyz/survival-pack/unreal/get-started/character-setup.md) covers retargeting, and [Making adjustments](https://docs.kinemation.xyz/survival-pack/unreal/get-started/making-adjustments.md) covers placement and motion.


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