# Overview

## Content

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

<figure><img src="/files/kdFskrhBRXRU0UJv4hza" alt="" width="483"><figcaption><p>Tactical Shooter Pack content.</p></figcaption></figure>

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:

<figure><img src="/files/5F7yzoDxnpv4wOuGnQ7q" alt=""><figcaption><p>Content folders.</p></figcaption></figure>

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 <mark style="color:yellow;">UE4</mark> and <mark style="color:yellow;">UE5</mark> skeletons.

<figure><img src="/files/x8MYG0zXZIzI9bbB0P72" alt="" width="394"><figcaption><p>Animation Blueprints for UE5 Mannequin.</p></figcaption></figure>

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:

<figure><img src="/files/BzSG5pxS0KsBms2oiuGy" alt="" width="480"><figcaption><p>Blueprint content.</p></figcaption></figure>

* **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:

<figure><img src="/files/k9jMaAjufB4z3wvSCiHw" alt="" width="473"><figcaption><p>Blueprint content.</p></figcaption></figure>

* **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).


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