BP_Survival_Character.
Find the tools in Survival_FPS_Pack/Blueprints/Items, with the flare in Throwables. Their views are in Views and animation settings are in Settings.
Lighter
BP_Lighter uses AC_LighterView and DA_Lighter. Its UseItem event checks HasActiveAction before calling the view’s OnUseItem, then starts an action using the returned animation length. The view plays the IgniteMontage pair.
Character animations are in Animations/Character/UE5/Lighter; item animations are in Animations/Items/Lighter. The item folder includes AM_W_Lighter_Draw, AM_W_Lighter_Light, and AM_W_Lighter_Holster, plus ABP_W_Lighter for the mesh animation.
Keep the character and item montage pairs together so the fingers, lid, and ignition align. The item also has a LighterFlame Niagara component. The flame and spark systems are in VFX/Lighter.
When replacing the use animation, preserve its effect timing and animated properties. Test the ignition, held flame, and holster together, then check that the effect stops when the lighter is put away. See Visual effects for the shared effects setup.
Pot
BP_Pot uses AC_PotView and DA_Pot. It tracks the lid with bLidOff. Its Aim event checks that no action is active, toggles the lid state, and calls OnLidAction on the view. CanAim returns false, so this secondary action does not enter weapon aiming.
AC_PotView has LidOnMontage, LidOffMontage, and EatMontage. OnLidAction selects the lid pair; OnUseItem plays the drinking pair. Keep the existing state checks when adapting those actions.
The item animation folder Animations/Items/Pot contains:
Keep each item montage paired with the corresponding character action in the view.
ABP_W_Pot handles the item mesh’s resting pose and action playback. DA_Pot controls the character’s holding pose and procedural motion.
Test lid removal and replacement before adapting the drinking action. Connect thirst or inventory effects through your gameplay logic at the use moment.
Signal flare
Blueprints/Items/Throwables/BP_Flare uses AC_FlareView and DA_Flare. It combines activation, a held lit state, throw preparation, and projectile release.
Activation and held animation
Character assets are inAnimations/Character/UE5/Flare. They include AM_FP_Flare_Activate, AM_FP_Flare_Throw_Windup, AM_FP_Flare_Loop, and AM_FP_Flare_Release.
Item assets are in Animations/Items/Flare. AM_W_Flare_Activate animates activation, and A_W_Flare_Activated_Idle represents the lit resting state. ABP_W_Flare handles the item mesh animation.
ABP_Overlay_Flare handles the character’s continuous flare pose. Keep it connected through DA_Flare when replacing preparation or held animations. The flare effect is VFX/SignalFlare/NS_SignalFlare.
AC_FlareView.OnThrowStart plays WindupMontage and schedules the held throw loop using the returned duration. OnThrowCancel stops the character montage and clears FlareTimerHandle. Keep that cancellation call when adding your own controls so a cancelled windup cannot start its loop later.
Throw and projectile
The held item Blueprint and the spawned flare actor are separate assets:BP_Flare is in Blueprints/Items/Throwables, while BP_Survival_Flare is in Blueprints/Projectiles.
Keep Launch Projectile in the character’s release animation. It sends OnThrowItem to the equipped flare through BPI_Survival_Ranged. Preserve the view’s effect and audio calls when replacing activation and release montages.
Test activation, held use, preparation, release, and holster. Also check the thrown actor’s effect and physics after impact.
Adapt a tool
Duplicate the closest item and itsDA_ asset. Keep the matching view component, paired character and item montages, and required Animation Blueprints connected before changing the model.
Test equip, use, secondary actions, and holster. Create an item explains how to copy and connect the assets, and Making adjustments covers holding poses and motion.