> ## 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.

# Project integration

> This page explains how to use the pack in your own Unreal Engine project.

## Integrate Survival Pack

In the source project, select the KINEMATION content needed by the pack and use **Asset Actions > Migrate**. Review the dependency list and choose the destination project's **Content** folder. Keep the pack's assets and their dependencies in `Common`.

### Prerequisites

<ul><li>A project-owned game mode and target map.</li>
<li>A duplicate of `BP_Survival_Character` for your changes.</li>
<li>The `EnhancedInput` plugin.</li>
<li>Compatible character mesh and Animation Blueprint assets.</li></ul>

**1. Configure the player class**

Use your duplicate character. If you changed its mesh, finish the animation setup first so its animations and Skeleton match. Keep its framework components and parent possession behavior.

**2. Register the input contexts**

Check that `/Game/KINEMATION/Common/GameplayFramework/Inputs/IMC_Gameplay_Core`, `/Game/KINEMATION/Common/ShooterCore/Inputs/IMC_Shooter_Core`, and `/Game/KINEMATION/Survival_FPS_Pack/Inputs/IMC_Survival_Pack` are added to the local player's Enhanced Input subsystem through your character or player-controller setup. If you are replacing that setup, register all of these contexts so movement and item controls can reach the character.

![BP Gameplay Character IA Move Blueprint event applying forward and right movement input](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/gameplay-framework_move-input.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=46e40181c97cf99c133c2e1d027ce62d)

BP\_Gameplay\_Character move input converts Enhanced Input values into character movement.
![BP Gameplay Character IA Look Blueprint event applying yaw and pitch input](https://mintcdn.com/kinemation/BvKUc44M8EsdeT19/images/gameplay-framework/unreal/gameplay-framework_character_look-input.png?fit=max\&auto=format\&n=BvKUc44M8EsdeT19\&q=85\&s=d82238c8907de233003f51a09da8f71e)

BP\_Gameplay\_Character look input routes Enhanced Input values into camera control.

**3. Choose the available items**

Add `BP_Knife`, `BP_Axe`, `BP_Spear`, `BP_HX2`, `BP_DL700`, and the utility items your character should carry to `ItemClasses`. Treat `ItemClasses` as class configuration and the spawned `Items` array as state created during play.

**4. Configure the game mode**

Set your character copy as the game mode's default pawn. Assign that game mode in the target map's **World Settings** or as the project default.

**5. Test the character**

Run your target map in play. Use `/Game/KINEMATION/Survival_FPS_Pack/Demo/Maps/Survival_Pack_Map` as a working reference. Test movement, item switching, the equipped items' actions, sounds, and effects.

> [!TIP]
>
> Your map uses the character, and movement, item controls, and animations work in Play mode.

## Test the character

Press **Play** and test movement, item switching, tool actions, and a consumable sequence. For weapons, also test aiming, attacks or firing, and reloading. Check that sounds and effects play with the animations.

See [Character](https://docs.kinemation.xyz/survival-pack/unreal/general/character.md) for input and equipment behavior and [Items](https://docs.kinemation.xyz/survival-pack/unreal/general/items/index) for item views and animation settings.

## Consumable equipment

Configure **Consumable Classes** separately from **Item Classes** on your character copy. The pack includes bread, sausage, an energy bar, pills, a medkit, soda, a tin can, and meat. Keep the Survival input mapping context when using those controls.

![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.

![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.


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