> ## 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.

# 📘Player

> This section explains how the character Blueprint works.

## Overview

**BP\_TacticalShooterCharacter** is a game‑ready player Blueprint responsible for managing weapons, inputs, and actions:

<Frame caption={"Tactical Shooter Character."}>
  <img src="https://mintcdn.com/kinemation/gs-VS6eri6gRdFbg/images/tactical-shooter-pack/unreal/ffb83d933a2bdbc82cc9.png?fit=max&auto=format&n=gs-VS6eri6gRdFbg&q=85&s=8f26eda5459d12879aa49bbe4cba40e3" alt="" width={389} data-path="images/tactical-shooter-pack/unreal/ffb83d933a2bdbc82cc9.png" />
</Frame>

<CardGroup cols={1}>
  <Card title="🔷 First Person Camera" href="/tactical-shooter-pack/unreal/blueprints/first-person-camera" />

  <Card title="🔷 Tactical Shooter Animation" href="/tactical-shooter-pack/unreal/blueprints/tactical-shooter-animation" />

  <Card title="🔷 IK Motion Player" href="/tactical-shooter-pack/unreal/blueprints/ik-motion-player" />
</CardGroup>

## Character Settings

**TacticalCharacterSettings** is a Data Asset that tells the player Blueprint which meshes, Animation Blueprints, and weapons to use:

<Frame caption={"Character Settings."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/96fb47451f7578d80217.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=edffe893bef685154a290dd1816e684f" alt="" width={422} data-path="images/tactical-shooter-pack/unreal/96fb47451f7578d80217.png" />
</Frame>

The pack supports switching between UE4 and UE5 meshes at runtime, so you can specify different skeletons and Animation Blueprints. By default, the UE5 mesh is used.

The **Weapons** list contains weapon Blueprint classes used by the character.

## BPI Tactical Shooter Character

This Blueprint Interface connects the player with animation systems and third‑party systems:

<Frame caption={"Interface functions."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/663ce2a1cd139b9c9e9b.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=6a620e144f93d22359896a7dced369b5" alt="" width={220} data-path="images/tactical-shooter-pack/unreal/663ce2a1cd139b9c9e9b.png" />
</Frame>

* **Get Player Mesh:** Returns the player's **Skeletal Mesh Component**.

* **Get Primary Weapon:** Returns the currently equipped weapon. When quick‑drawing a **sidearm**, it returns the pistol.

* **Get Main Weapon:** Returns the main weapon.

* **Get Tactical Shooter Component:** Returns the `AC_TacticalShooterAnimation` component.

<Frame caption={"Returns the player mesh here."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unreal/27b985151b70245c329a.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=3bdcdcfc1528dab847b115252801edcf" alt="" width={410} data-path="images/tactical-shooter-pack/unreal/27b985151b70245c329a.png" />
</Frame>

<Frame caption={"Returns the currently used weapon."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unreal/04a9bbc417878ac7e24b.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=0ee0cf2b43c5f1cb9e0d8752510cdc01" alt="" width={563} data-path="images/tactical-shooter-pack/unreal/04a9bbc417878ac7e24b.png" />
</Frame>

<Frame caption={"Returns the current weapon."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unreal/05e355ce218106f19bad.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=9e1a5948f58082d8739799d7984d93e0" alt="" width={344} data-path="images/tactical-shooter-pack/unreal/05e355ce218106f19bad.png" />
</Frame>

<Frame caption={"Returns a reference to the animation component."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/7fab618a9709151e7369.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=3ced231bc579eabcf1d00bb7f49dee89" alt="" width={520} data-path="images/tactical-shooter-pack/unreal/7fab618a9709151e7369.png" />
</Frame>

## Input Actions

All Input Actions are implemented in this Blueprint. Here is the list of actions used in the pack:

* **Weapon-specific**

  * Reload

  * Mag Check

  * Inspect

  * Fire

* **General**

  * Aiming

  * Change Weapon

  * Change Fire Mode

  * Look

  * Move

  * Sprint

  * Free Look

  * Pistol Quick Draw

  * Lean
