> ## 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.

# Tools

> Adjust the lighter's ignition, the pot's lid and drinking actions, and the signal flare's activation and throw.

Tools use the same shared equip, use, aim, and holster calls as other items. Add their gameplay Blueprint classes to **Item Classes** on `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`.

| Item Blueprint | View component | Animation settings |
| - | - | - |
| `BP_Lighter` | `AC_LighterView` | `DA_Lighter` |
| `BP_Pot` | `AC_PotView` | `DA_Pot` |
| `Throwables/BP_Flare` | `AC_FlareView` | `DA_Flare` |

## 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](https://docs.kinemation.xyz/survival-pack/unreal/general/visual-effects.md) 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:

| Montage | Use |
| - | - |
| `AM_W_Pot_Draw` | Draw the pot. |
| `AM_W_Pot_Off` | Remove the lid. |
| `AM_W_Pot_On` | Replace the lid. |
| `AM_W_Pot_Sip` | Play the pot's drinking action. |
| `AM_W_Pot_Holster` | Put the pot away. |

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 in `Animations/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](https://docs.kinemation.xyz/survival-pack/unreal/general/animation-notifies/launch-projectile.md) 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 its `DA_` 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](https://docs.kinemation.xyz/survival-pack/unreal/tutorials/create-an-item.md) explains how to copy and connect the assets, and [Making adjustments](https://docs.kinemation.xyz/survival-pack/unreal/get-started/making-adjustments.md) covers holding poses and motion.


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