> ## 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.

# 🔫Weapons

> This section explains how weapons work in the pack.

## BP\_TacticalShooterWeapon

This is the base weapon Blueprint class. It handles most player actions, including:

* Draw/Holster

* Firing

* Inspecting

* Mag Check

* Reloading

### View Settings

<Frame caption={"UE4 and UE5 settings."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/8b75139eae0bd6ed1da1.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=1f2750b849a8af70d3b30d72dd1ba1c0" alt="" width={332} data-path="images/tactical-shooter-pack/unreal/8b75139eae0bd6ed1da1.png" />
</Frame>

Assign view settings for UE4 and UE5 mesh models here. When switching models, all weapons are forced to use the updated mannequin settings.

### Weapon Animations

<Frame caption={"Weapon Anim Montages."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/6ee4f8163e72bd2017f8.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=efd613c18ba1ad093f6a84bc72848523" alt="" width={354} data-path="images/tactical-shooter-pack/unreal/6ee4f8163e72bd2017f8.png" />
</Frame>

Assign all Anim Montages used by this weapon:

* Draw

* Holster

* Reload Tactical

* Reload Empty

* Reload Start Empty

* Reload Start Tactical

* Reload Loop

* Reload End

* Inspect

* Mag Check

* Deploy Attachment (only used by Herrington 11-87 and SRM-12)

* Stow Attachment (only used by Herrington 11-87 and SRM-12)

* Fire

* Fire Out

### Firing settings

<Frame caption={"Recoil settings."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/8450d08d104f9bfdf870.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=337d23db13450bad7e976de22f834f25" alt="" width={348} data-path="images/tactical-shooter-pack/unreal/8450d08d104f9bfdf870.png" />
</Frame>

Here you can assign the [Recoil Animation Data](/tactical-shooter-pack/unreal/blueprints/procedural-recoil#recoil-animation-data) and [Camera Shakes](/tactical-shooter-pack/unreal/blueprints/first-person-camera#camera-shakes) assets.

<Frame caption={"Weapon properties."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/7f22c85eb89bbd64c9f4.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=0f80a7a1609d204570c236a5bc3af670" alt="" width={347} data-path="images/tactical-shooter-pack/unreal/7f22c85eb89bbd64c9f4.png" />
</Frame>

* **Max Ammo**: Ammo capacity.

* **Fire Rate**: Rounds per minute.

* **Burst Length**: Number of rounds per burst.

* **Use Bursts**: Enables burst mode.

* **Use Full Auto**: Enables full‑auto.

* **Is One Handed**: True for all pistols and **sidearms** (guns held with one hand).

* **Active Fire Mode**: Default fire mode.

## BPI Tactical Shooter Weapon

This Blueprint Interface is used by Animation Blueprints to get essential weapon info.

<Frame caption={"Interface functions."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/5d9e133b43104fa43fb2.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=c8ffcdd96c98c6f031e6d26574985926" alt="" width={170} data-path="images/tactical-shooter-pack/unreal/5d9e133b43104fa43fb2.png" />
</Frame>

<Frame caption={"Returns current active fire mode."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/cbb74cf5c72e29db4043.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=7093e42dcf15852bf00de51d8f8e2f50" alt="" width={409} data-path="images/tactical-shooter-pack/unreal/cbb74cf5c72e29db4043.png" />
</Frame>

<Frame caption={"Returns aim point FTransform."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/9d371a43d1d183fee192.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=94471809c9835fd6660a085687ba4ede" alt="" width={563} data-path="images/tactical-shooter-pack/unreal/9d371a43d1d183fee192.png" />
</Frame>

**Aim Point** is a socket transform relative to the weapon. In the example above, the default `AimPoint` socket is used; **Component** space means relative to the weapon.

<Frame caption={"Resetting the weapon."}>
  <img src="https://mintcdn.com/kinemation/gs-VS6eri6gRdFbg/images/tactical-shooter-pack/unreal/f6ffbb76b4fe73b70633.png?fit=max&auto=format&n=gs-VS6eri6gRdFbg&q=85&s=e43ab010210e06ea43654bd5aee745a3" alt="" width={482} data-path="images/tactical-shooter-pack/unreal/f6ffbb76b4fe73b70633.png" />
</Frame>

**Reload Weapon** resets the current weapon ammo (e.g., when the reload animation ends).

<Frame caption={"Returns current and max ammo."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/e6628e5ad3c7d5c4c02c.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=49218555a36c6e20376f5d01ea9a1d68" alt="" width={408} data-path="images/tactical-shooter-pack/unreal/e6628e5ad3c7d5c4c02c.png" />
</Frame>

**Get Ammo** returns current and max ammo (used to animate magazine parts: spring, follower, cartridges).

## Input blocking

While an action is playing (e.g., reload, mag check, inspect), weapons block other actions.

<Frame caption={"Called when an action starts."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/7af22c2975f3eaa6f9df.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=ba8bc4fa8d86edf9eb3611e532208493" alt="" width={289} data-path="images/tactical-shooter-pack/unreal/7af22c2975f3eaa6f9df.png" />
</Frame>

<Frame caption={"Called when an action ends."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/9d0fa325d7a5cbfe1235.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=db823ead94e3bcd66889160aa65af7c1" alt="" width={288} data-path="images/tactical-shooter-pack/unreal/9d0fa325d7a5cbfe1235.png" />
</Frame>

All actions have a check before starting an action:

<Frame caption={"Only play actions if no action is playing."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/6a0a23ce5f028ea406c9.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=24c84405db8d2d49bab72fcda6fb6a5e" alt="" width={348} data-path="images/tactical-shooter-pack/unreal/6a0a23ce5f028ea406c9.png" />
</Frame>
