> ## 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.

# 🔷Tactical Shooter Animation

> This page explains how this Actor Component works.

**AC\_TacticalShooterAnimation** is a central Actor Component that serves as an interface between gameplay and animation. It stores and updates weapon settings and input values (e.g., leaning angle, current gait).

## Tactical View Settings

This data asset is covered in detail here: [Procedural Animation Settings](/tactical-shooter-pack/unreal/animations/procedural-animation-settings). To update the current settings, it's necessary to directly update the reference:

<Frame caption={"Updating settings when equipping a new weapon."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/dacd727f6db189371a7b.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=2d2acc682250f0fb2fc34aeb7ebe358c" alt="" width={488} data-path="images/tactical-shooter-pack/unreal/dacd727f6db189371a7b.png" />
</Frame>

## Inputs

This component also **stores** player input information, specifically:

### Leaning Input

Controls how much the player can rotate left and right to **peek** around corners:

<Frame caption={"Updating leaning angle."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/7d3b5404cbc24c25c11a.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=b37a69877e0069231433e7151f84a44d" alt="" width={441} data-path="images/tactical-shooter-pack/unreal/7d3b5404cbc24c25c11a.png" />
</Frame>

### Gait

Represents the current movement state in the range **\[0–2]**, where:

* 0 stands for idle

* 1 stands for walk

* 2 stands for sprint

Used to control the blending of idle, walk, and sprint animations:

<Frame caption={"Updating movement gait."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/c6ebb1f21406e14404cb.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=ec5d86b7865873efc6da048db1c50215" alt="" width={276} data-path="images/tactical-shooter-pack/unreal/c6ebb1f21406e14404cb.png" />
</Frame>

### Is Aiming

Used to control procedural aiming:

<Frame caption={"Updating aiming."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/69c4df59d7d01736848a.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=f7471a91825ba506ae9f0bf3a5d92be9" alt="" width={563} data-path="images/tactical-shooter-pack/unreal/69c4df59d7d01736848a.png" />
</Frame>

### Is Firing

This flag has two applications in Animation Blueprints:

1. Rotating the right index finger to press the trigger.

2. Controlling the idle sway intensity when firing.

<Frame caption={"Whether firing is active or not."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/49e8f6c6f46ca74dd2ba.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=4ea2c6bc3e167ab1c2f36294f4c2d9e8" alt="" width={354} data-path="images/tactical-shooter-pack/unreal/49e8f6c6f46ca74dd2ba.png" />
</Frame>
