> ## 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.

# 🌌Overview

> This page provides an overview of the pack contents.

## Content

All content - animations, weapons, sounds, and Blueprints - is located in **KINEMATION/TacticalShooterPack**.:

<Frame caption={"Tactical Shooter Pack content."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/b20dede72972e5cc3dbf.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=978cccc196a855da1983ea418dd629bf" alt="" width={483} data-path="images/tactical-shooter-pack/unreal/b20dede72972e5cc3dbf.png" />
</Frame>

The **Common** directory contains general Blueprints used across KINEMATION assets. Its contents are covered later in this section.

The Tactical Shooter Pack consists of **11** directories:

<Frame caption={"Content folders."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/a0e1d9bbc31ee65efd11.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=6b6c01242d341498a0b1447ae0a505ba" alt="" width={1164} data-path="images/tactical-shooter-pack/unreal/a0e1d9bbc31ee65efd11.png" />
</Frame>

Let's break down each sub-folder to better explain what you can find there.

## Animations

This folder contains camera, character, and weapon animations. It also includes Animation Blueprints for UE4 and UE5 skeletons.

<Frame caption={"Animation Blueprints for UE5 Mannequin."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/e413ca126f4913d4d287.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=13341d0a66d4d1fd1940bc792004a44e" alt="" width={394} data-path="images/tactical-shooter-pack/unreal/e413ca126f4913d4d287.png" />
</Frame>

The main Animation Blueprint is **ABP\_TacticalShooter\_UE5**, which relies on these modules:

* **ABP\_UE5\_Sway**: Applies procedural aiming and movement sway.

* **ABP\_UE5\_IK\_Ads**: Applies procedural aiming.

* **ABP\_UE5\_IK\_Main**: Applies general procedural animation (spine rotation, leaning, recoil, etc.).

* **ABP\_UE5\_IK\_Pose**: Positions the weapon and hands via IK.

All Animation Blueprints depend on **AC\_TacticalShooterAnimation -** the central component in this asset. It supplies ABPs with key data (e.g., IK settings and firing state).

## Blueprints

This folder contains all Blueprints used in the pack:

<Frame caption={"Blueprint content."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/c80e59814716f7283c15.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=a067f224955db818bfef79a3332bd445" alt="" width={480} data-path="images/tactical-shooter-pack/unreal/c80e59814716f7283c15.png" />
</Frame>

* **AdditiveMotions**: Procedural additive animations played when aiming or changing fire mode.

* **Attachments**: Blueprint foundation for the attachment system *(work in progress)*.

* **Data**: Settings and structs used in the pack (e.g., weapon animation settings).

* **Notifies**: Custom Animation Notifies used in the pack.

* **Recoil**: Recoil settings for each weapon.

* **Weapons**: Game‑ready weapon Blueprints.

This folder also contains very important Blueprints, like:

<Frame caption={"Blueprint content."}>
  <img src="https://mintcdn.com/kinemation/2P0DGfZe1PbAUTxl/images/tactical-shooter-pack/unreal/557ee4600485d2ceebda.png?fit=max&auto=format&n=2P0DGfZe1PbAUTxl&q=85&s=ab67282d36ccdb79c69a03964190f291" alt="" width={473} data-path="images/tactical-shooter-pack/unreal/557ee4600485d2ceebda.png" />
</Frame>

* **AC\_TacticalShooterAnimation:** Actor Component that connects gameplay and Animation Blueprints; treat it as an interface between the player and the animation system.

* **BP\_TacticalShooterCharacter:** Game‑ready player Blueprint.

* **BP\_TacticalShooterWeapon:** Base class for all weapons.

* **BPI\_TacticalShooterCharacter:** Interface used by weapons and Animation Blueprints.

* **BPI\_TacticalShooterWeapon:** Interface that passes data to the animation system.

* **TacOperatorSettings** is an asset that contains meshes as well as weapons to use.

## Camera, Casings, Character and Weapons

This section contains all skeletal and static meshes used in the package. The **Weapons** folder also includes attachments (e.g., magazines).

## Demo

This directory includes a simple demo scene and the UE5 Manny.

## Inputs

This folder contains all **Input Actions** and the **Input Mapping Context** used by the player Blueprint.

## SFX

This folder contains all sound effects and sound Blueprints. Weapon‑specific sounds are divided into two categories: **(1)** Actions (e.g., reloads, inspects, mag checks) and **(2)** Firing.

## UI

This folder contains a UMG widget used in the playable demo. It displays the control list and the currently equipped weapon.

## VFX

This folder contains Data Assets for the Niagara casing system. Each asset is set up for a specific casing (e.g., NATO 5.56, 9 mm).
