---
description: In this page we will cover the basics of the FPS Animation Pack.
---

# Overview

## Content

All the plugin's content (animations, weapons, sounds, and Blueprints) is located in the _"Plugins"_ folder:

<figure><img src="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2FOJ3xLJBGpZYeWxpu1ind%2Fimage.png?alt=media&#x26;token=f1492242-cd72-44b4-b555-6581dcea38c5" alt=""><figcaption><p>FPS Animation Pack content.</p></figcaption></figure>

If you don't see the _"Plugins"_ directory, make sure to adjust the content filters:

<figure><img src="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2FnGS6z4VmeNAgVZ1iKpz6%2Fimage.png?alt=media&#x26;token=5e11343c-ecc7-446a-8f09-3ab854bbce73" alt="" width="323"><figcaption><p>Adjusting filters.</p></figcaption></figure>

The **FPS Animation Pack** consists of 8 main directories:

<figure><img src="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2FPaiOLxfUND6RKneDv7vo%2Fimage.png?alt=media&#x26;token=caa49090-8e6b-4ca2-bdda-f032ce26809c" alt="" width="563"><figcaption><p>Content folders.</p></figcaption></figure>

Let's break down each folder to determine what content you can find there.

### Animations

This folder contains camera, character, and weapon animations, including Animation Blueprints. You will character animations for both UE4 and UE5 skeletons:

<figure><img src="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2F9HQYhzurTqJiHIMNmcsY%2Fimage.png?alt=media&#x26;token=0e3860dd-1242-4e53-a913-e0f528a61afc" alt="" width="422"><figcaption><p>Animation blueprints.</p></figcaption></figure>

The main Animation Blueprint in the **FPS Animation Pack** is the **ABP\_Viewmodel**. The package uses a modular structure, so the main blueprint consists of these parts:

* **ABP\_IK\_Pose** controls IK offsets for arms and weapons.
* **ABP\_IK\_Ads** controls procedural aiming.
* **ABP\_IK\_Animation** controls procedural movement animations (e.g. idle, walking, sprinting).
* **ABP\_Movement** controls locomotion, such as idle, jump, or tactical sprint.

All animation blueprints are "atomic" - they do not depend on any components, and all their properties are fully exposed:

<figure><img src="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2FpFGdSq2Mx6a4ORzqMxYS%2Fimage.png?alt=media&#x26;token=57fad52c-b444-4e4c-8130-0462e7202925" alt=""><figcaption><p>Atomic blueprint architecture.</p></figcaption></figure>

{% hint style="success" %}
**Tip**: you can plug your custom parameters here.
{% endhint %}

### Blueprints

You can find here gameplay logic, tools,and prepared weapon settings:

<figure><img src="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2FRFW2G4k5XhWvnZRgR6l6%2Fimage.png?alt=media&#x26;token=3132ceeb-9d07-41cb-93a8-e5fe496e7d52" alt="" width="485"><figcaption><p>Blueprint folder.</p></figcaption></figure>

Here is what content you can find in each sub-folders:

* **Camera**: Recoil Shakes presets for different weapon types.
* **Character**: All blueprint types used in the project.
* **Modifiers**: Animation Modifiers&#x20;
* **Procedural**: IK animations, like the "boop" motion when aiming.
* **Weapon**: settings for each weapon, as well as main Blueprint types.

### Input

This directory contains all Input Actions, as well as Input Mapping Context used in the demo level.

### Meshes

This folder contains character and weapon meshes, as well as textures and materials. You can find here the custom FPS Arms and UE5 Mannequin Skeletons.

### PRAS

Here you can find content related to the **Procedural Recoil Animation System** - it generates firing animations using curves.

### SFX

This folder contains all sound effects used in the package. This includes weapon-specific sounds, like firing and reloading, and general ones (e.g. walking, sprinting, jumping).

### UI

Here you can find the UI used by the Procedural Recoil Animation System to modify recoil parameters in runtime.

### VFX

Here you can find a templated _Niagara System_, used for the empty casings effect when firing. You will also find presets for different weapons:

<figure><img src="https://2660568893-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpgcxPqI5xJzfp2msnT5S%2Fuploads%2FHFuzYuiQ9ZFF01bAvJi0%2Fimage.png?alt=media&#x26;token=f141b46d-6ebd-4cad-811e-c9caf91abcc1" alt="" width="563"><figcaption><p>Niagara settings.</p></figcaption></figure>
