> ## 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.

# Content overview

> Find the character, items, animations, sounds, and effects included in Survival Pack.

Survival Pack includes a playable first-person character, weapons, tools, utility items, food, and healing items. The item setups connect gameplay, paired animations, sound, and effects.

## Content folders

The pack uses two folders below `/Game/KINEMATION`.

<ul><li>`Common` contains systems shared by KINEMATION packs. Gameplay Framework connects the character, its equipment, and animation. Shooter Core adds firing, ammunition, reloads, and recoil. Camera, IK motion, and animation tools also live here.</li>
<li>`Survival_FPS_Pack` contains this pack's character, items, animations, sounds, effects, and demo.</li></ul>
![KINEMATION Common and Survival\_FPS\_Pack folders](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_pack-content-folder.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=fa811d9c4a06b2394f3595f1ca689802)

Keep Common alongside Survival\_FPS\_Pack.

## Character and demo

Open `/Game/KINEMATION/Survival_FPS_Pack/Demo/Maps/Survival_Pack_Map` to try the included items. The player uses `BP_Survival_Character`, found in `/Game/KINEMATION/Survival_FPS_Pack/Blueprints`.

This Blueprint handles movement and look input, keeps a simple inventory, and sends actions such as aiming, firing, and reloading to the equipped item. Its components play the character animation, move the first-person camera, and add weapon motion and recoil.

![Survival Blueprints folder with the character, items, notifies, projectiles, recoil, and UI](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_blueprints-folder.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=9caf3bca02a9d427e5fb805f2d159991)

The Blueprints folder contains the character and its item systems.

## Items

Each item combines a Blueprint for gameplay, a view component for animation and effects, and a settings asset for its pose and motion.

<ul><li>`BP_Pot`, `BP_Lighter`, and `BP_Flare`: tools for drinking, lighting a flame, and throwing a signal flare.</li><li>`BP_WaterBottle`: a bottle you can keep equipped between sips.</li><li>Bread, sausage, meat, an energy bar, soda, a tin can, a medkit, and pills: consumables selected separately from regular equipment.</li><li>`BP_Knife`, `BP_Axe`, and `BP_Spear`: melee weapons, with a throw action for the spear.</li><li>`BP_HX2`: a compound bow with arrow projectiles.</li><li>`BP_DL700`: a bolt-action hunting rifle.</li></ul>
![Survival regular item Blueprints for weapons, tools, and the water bottle](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_item-blueprints.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=46ff74a77257e324387fbef9501ef1cb)

Regular item Blueprints are in Blueprints/Items; spear and flare are in Throwables.

## Use the pack with your character

Duplicate `BP_Survival_Character` into your own content folder if you want to modify it. Use this copy as your player character so you start with the input, equipment, and animation connections already in place.

To use your own character mesh, follow [Character setup](https://docs.kinemation.xyz/survival-pack/unreal/get-started/character-setup.md). You will add the required virtual bones to its Skeleton, retarget the animations, and apply the result to your duplicate through an animation override.

If you already have a player Blueprint and want to keep its gameplay, use the [Character](https://docs.kinemation.xyz/survival-pack/unreal/general/character.md) page to understand the components and input flow before connecting the pack to it.

### Choose your equipment

Open your character copy and select **Class Defaults**. Edit **Item Classes** to choose the items it spawns. Remove entries you do not want and add your own item Blueprint classes here. The character manages the spawned items and switches between them during play.

![Nine regular Item Classes on BP\_Survival\_Character](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_character-blueprint_items-list.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=f75bd2904586407cb1ed47e9eb124abb)

Item Classes selects the regular weapons, tools, and water bottle.
Choose food and medicine in **Consumable Classes**. See [Consumables](https://docs.kinemation.xyz/survival-pack/unreal/general/items/consumables.md) for their use animations and item changes.

![Eight food and medicine classes in the Unreal character Consumable Classes list](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_character-blueprint_consumable-list.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=eab4d5b441a08c7ef2fed6b608885aa9)

Consumable Classes selects food and medicine separately from regular equipment.

### Configure an item

For example, `BP_Pot` uses `AC_PotView` to play the character and pot animations together. Its `DA_Pot` asset controls the holding pose and procedural motion.

Duplicate the item's settings asset and assign the copy to its view to tune it independently. Use [Making adjustments](https://docs.kinemation.xyz/survival-pack/unreal/get-started/making-adjustments.md) for placement and motion, or [Create an item](https://docs.kinemation.xyz/survival-pack/unreal/tutorials/create-an-item.md) to connect a new model and its actions.

See [Items](https://docs.kinemation.xyz/survival-pack/unreal/general/items/index) for how item Blueprints and view components work together.

## Animation content

`Animations/Character/UE4` and `UE5` contain the character animations and Animation Blueprints. `Animations/Items` contains the matching item animations, and `Animations/Camera` contains camera motion.

The `DA_` assets in `Blueprints/Items/Settings` select each item’s holding pose and procedural settings. `Blueprints/Recoil` contains the DL700 recoil assets, and `Blueprints/AdditiveMotions` contains IK motion assets.
![Survival DA animation settings assets including DA\_DL700, DA\_HX2, tool settings, and consumable settings](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unreal/images/survival-pack_item-animation-settings-assets.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=d079a6b5450e174a6859ee5fa46f1b92)

Each item has a matching animation settings asset in Blueprints/Items/Settings.

## Sounds and effects

`SFX` groups sounds by item. `VFX/Lighter` contains flame and spark systems, `VFX/SignalFlare` contains the flare system, and `VFX/Niagara` contains the rifle muzzle flash. Shared effects remain under `Common/VFX`.
Next, follow [Character setup](https://docs.kinemation.xyz/survival-pack/unreal/get-started/character-setup.md) to use your mesh, [Project integration](https://docs.kinemation.xyz/survival-pack/unreal/tutorials/project-integration.md) to use the character in your level, or [Create an item](https://docs.kinemation.xyz/survival-pack/unreal/tutorials/create-an-item.md) to add equipment.

## Asset naming

KINEMATION Unreal assets use prefixes that describe their role. Use the same pattern for project-owned children so Blueprint searches and references stay clear.

| Prefix | Meaning |
| - | - |
| `BP_` | Blueprint class or Blueprint-authored data asset. |
| `BPI_` | Blueprint Interface. |
| `AC_` | Actor Component. |
| `ABP_` | Animation Blueprint. |
| `ALI_` | Animation Layer Interface. |
| `DA_` | Primary Data Asset. |
| `IA_` | Enhanced Input action. |
| `IMC_` | Enhanced Input mapping context. |
| `F_` | Struct asset. |
| `E_` | Enum asset. |
| `WBP_` | Widget Blueprint. |

All documented asset paths start at `/Game`. The matching files live below the project's `Content` folder and use Unreal's asset extensions.

For item placement, use animations, and weapon aiming or recoil, follow [Making adjustments](https://docs.kinemation.xyz/survival-pack/unreal/get-started/making-adjustments.md).


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