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The rifle uses Shooter Core firing and ammunition behavior. The bow also derives from BP_Shooter_Weapon, but implements its own use and projectile-release events. The spear, knife, and axe derive from BP_Gameplay_Item and use their views for attacks and secondary actions.

Blueprint and settings pairs

Find the weapon Blueprints in Survival_FPS_Pack/Blueprints/Items, with the spear in Throwables. Their views are in Views and their animation settings are in Settings.
Survival regular item Blueprints including BP_Axe, BP_DL700, BP_HX2, BP_Knife, BP_Lighter, BP_Pot, and BP_WaterBottle

The regular item folder contains the hunting rifle, bow, knife, axe, and utility items. Spear and flare Blueprints are in Throwables.

Add the gameplay Blueprint to Item Classes on your character. Keep the view attached to that Blueprint and assign the matching DA_ asset through its animation settings reference.

Hunting rifle

BP_DL700 derives from BP_Shooter_Weapon. The gameplay Blueprint handles shot timing and ammunition. AC_DL700View extends the shared weapon view with the rifle’s animations and reload stages. The view assigns DA_DL700, which references A_FP_DL700_Idle, ABP_Survival_FPS_Overlay, and ABP_Procedural_Survival_Weapon. Its recoil data is Blueprints/Recoil/DL700/RD_DL700, with Blueprints/Recoil/Shakes/Shake_DL700 for camera shake.

Montage setup

Character montages are in Animations/Character/UE5/DL700; rifle montages are in Animations/Items/DL700. The corresponding UE4 character animations are in Animations/Character/UE4/DL700. AC_DL700View has separate reload-start, reload-loop, and reload-end montage pairs. Its OnReload, OnReloadLoop, and OnReloadEnd functions connect those stages. Keep the character and rifle sides paired so the hands follow the bolt and ammunition. The item sequence A_W_DL700_Reload_Loop uses BP_AnimNotify_ReloadWeapon to update ammunition at insertion. Preserve that notify when replacing the loop. Test both a partially loaded rifle and an empty rifle, and confirm that the reload ends when ammunition reaches capacity.

Aiming and scope

The view and DA_DL700 control aiming animation, sight alignment, camera FOV, and recoil presentation. The scope Blueprint is Blueprints/Items/Scope/BP_HuntingRifleScope. When replacing the rifle mesh, check the scope’s aim point, paired bolt motion, and both hands. Change the settings asset for pose and motion; change the gameplay Blueprint’s Class Defaults for fire rate and ammunition.

HX2 bow

BP_HX2 uses AC_HX2View, DA_HX2, and the item Animation Blueprint Animations/Items/CompoundBow/ABP_W_HX2. It also implements BPI_Survival_Ranged for projectile release and selection.

Aim overlay

The character overlay is Animations/Character/UE5/CompoundBow/ABP_Overlay_HX2. Its GameplayOverlay layer contains the BowStates state machine.
ABP_Overlay_HX2 BowStates state machine with Idle, IdleToAim, AimLoop, and AimToIdle states

The bow overlay handles idle, drawing into aim, held aim, and lowering the bow.

Keep the overlay assigned through DA_HX2. The view’s aim actions and the character’s aiming state must continue to drive this overlay when you replace the bow animation setup. Character montages are in Animations/Character/UE5/CompoundBow. They include AM_FP_HX2_IdleToAim, AM_FP_HX2_Aim_Loop, AM_FP_HX2_AimToIdle, AM_FP_HX2_Fire, and the reload montages. The view also defines OnLoadNewArrow to load the next arrow. The overlay’s event graph handles AnimNotify_OnBowAim and AnimNotify_OnBowCancelAim. Each event finds the equipped item’s mesh and plays the corresponding bow montage. Keep these animation events when replacing the draw and lower animations so the bowstring stays in step with the hands.
HX2 overlay OnBowAim and OnBowCancelAim events getting the equipped item mesh and playing bow montages

The HX2 overlay uses animation events to play the bow mesh's aim and idle transitions.

Arrow release

BP_HX2.OnThrowItem spawns BP_Survival_Projectile_Arrow at ArrowProjectileSocket on the bow mesh. It assigns the selected arrow model and launches along the socket’s right vector at speed 4000, with gravity scale 1. Keep Launch Projectile at the character animation’s release frame. The notify calls OnThrowItem; the item’s use event separately waits for 0.3 × the use animation length before calling OnLoadNewArrow and starting that action.

Spear

Blueprints/Items/Throwables/BP_Spear uses AC_SpearView and DA_Spear. The view defines separate OnSpearAttack and OnThrowSpear actions. Character animations are in Animations/Character/UE5/Spear. AM_FP_Spear_High_Idle_Attack and AM_FP_Spear_Low_Idle_Attack cover the attack poses. AM_FP_Spear_Throw_Release covers release, while the windup and loop sequences support throw preparation. ABP_Overlay_Survival_Spear provides the spear overlay. Keep that layer connected through DA_Spear when changing grip or preparation poses. Use the attack montages for discrete strikes and the overlay for the continuous holding and preparation states. The item implements BPI_Survival_Ranged and uses BP_Survival_Projectile_Spear. Preserve the projectile-release notify in replacement throw animations. The ranged component and interface live beside the spear Blueprint in Blueprints/Items/Throwables.

Knife

BP_Knife uses AC_KnifeView and DA_Knife. Its character actions are in Animations/Character/UE5/Knife, including AM_FP_Knife_Slash_Left, AM_FP_Knife_Slash_Right, draw, and holster montages. Keep both slash actions assigned when adapting the view. The settings asset controls the resting pose and procedural alignment; the view controls the selected attack presentation. Connect hit detection and damage in your gameplay implementation at the contact moment.

Axe

BP_Axe uses AC_AxeView and DA_Axe. Character montages include AM_FP_Axe_Horizontal_Swing and AM_FP_Axe_Vertical_Swing in Animations/Character/UE5/Axe. The same folder contains A_FP_Axe_Block and ABP_Overlay_Survival_Axe. Keep the block pose and overlay assigned when adapting the secondary action. Swing montages play the discrete attacks; the overlay controls the holding and block presentation. The overlay reads IsAiming from AC_GameplayAnimation. It increases or decreases BlockProgress using BlockSpeed, clamps the result between 0 and 1, and eases that progress into BlockTime.
Axe overlay updating Block Progress and Block Time from Is Aiming and Block Speed

The axe overlay moves toward or away from the block pose according to IsAiming.

The GameplayOverlay layer evaluates BlockAnimation at BlockTime. Adjust the animation for a different blocking pose, or BlockSpeed for a faster or slower transition.
Axe GameplayOverlay with a Sequence Evaluator using Block Animation and Block Time

GameplayOverlay samples the block animation at the time calculated by the event graph.

Changing the block animation changes its appearance. Apply combat rules such as damage reduction in your gameplay code.

Projectile assets and animation notifies

The shared ranged setup uses BPI_Survival_Ranged and AC_Survival_RangedWeapon in Blueprints/Items/Throwables. The spawned actors are in Blueprints/Projectiles:
  • BP_Survival_Projectile is the shared projectile base.
  • BP_Survival_Projectile_Arrow is the arrow projectile.
  • BP_Survival_Projectile_Spear is the spear projectile.
  • BP_Survival_Flare is the flare projectile used by the signal flare tool.
Blueprints/Notifies/BP_AnimNotify_Survival_LaunchProjectile connects the character animation’s release frame to the ranged item. Keep this notify on the character side and retain the ranged interface when duplicating a projectile item.

Projectile mesh selection

AC_Survival_RangedWeapon holds ProjectileMeshes and ActiveMeshIndex. GetProjectileMesh returns the mesh at that index; CycleProjectiles advances the selection. The bow and spear update their held model after cycling and use the same selection for the spawned projectile.
Get Projectile Mesh returning Projectile Meshes at Active Mesh Index

GetProjectileMesh returns the selected entry from ProjectileMeshes.

Populate the array before using the item. This component selects a model; the item’s OnThrowItem chooses the projectile class and launch settings. Adding a mesh does not add a new projectile behavior.

Adapt a weapon

Duplicate the closest item Blueprint and its settings asset into your own folder. Replace the model, assign the matching character and item montage pairs, and preserve its overlay and procedural classes. Test draw, aim, use, reload or redraw, and holster. For the bow and spear, also test projectile selection and the release frame. Create an item explains the melee and ranged setups, and Animation settings covers pose and motion fields.