# Tactical Shooter Animation

**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](https://kinemation.gitbook.io/tactical-shooter-pack-unreal/animations/procedural-animation-settings "mention"). To update the current settings, it's necessary to directly update the reference:

<figure><img src="https://3708064705-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi3pgkdnEMLV7oBpvsWiN%2Fuploads%2FKABA2KLdcq7OJGP1Pnzu%2Fimage.png?alt=media&#x26;token=8255bc16-8435-4345-86ea-b2eb625ac4b4" alt="" width="488"><figcaption><p>Updating settings when equipping a new weapon.</p></figcaption></figure>

## 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:

<figure><img src="https://3708064705-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi3pgkdnEMLV7oBpvsWiN%2Fuploads%2FH4LWAQrZg3vQK2gBCeFM%2Fimage.png?alt=media&#x26;token=d364a831-0120-4577-b00c-8d2f4f58a5cc" alt="" width="441"><figcaption><p>Updating leaning angle.</p></figcaption></figure>

### 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:

<figure><img src="https://3708064705-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi3pgkdnEMLV7oBpvsWiN%2Fuploads%2FXTJHV0VY2qz7KhzjM97w%2Fimage.png?alt=media&#x26;token=224b7211-7c80-473d-a963-fe54c2db9d92" alt="" width="276"><figcaption><p>Updating movement gait.</p></figcaption></figure>

### Is Aiming

Used to control procedural aiming:

<figure><img src="https://3708064705-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi3pgkdnEMLV7oBpvsWiN%2Fuploads%2F0v9xgwBgjxabX5y1LjxM%2Fimage.png?alt=media&#x26;token=e0926fd4-f3ec-431b-a4a9-cd04ea349998" alt="" width="563"><figcaption><p>Updating aiming.</p></figcaption></figure>

### 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.

<figure><img src="https://3708064705-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi3pgkdnEMLV7oBpvsWiN%2Fuploads%2F9pwSfMWEA0T2Y8faNhd1%2Fimage.png?alt=media&#x26;token=19590f3a-0445-445a-810c-637ee319d018" alt="" width="354"><figcaption><p>Whether firing is active or not.</p></figcaption></figure>
