DOCS v2.1

Updated: Oct 2025

Documentation

Complete technical reference for Procedural FPS Kit, Bodycam FPS Kit, and Multiplayer expansions. Use the search bar to filter topics instantly.

How to Setup FOV?

Getting Started

Setup FOV values from the FOV Event in your base character BP. When called, it interpolates from the old FOV to the new value using timeline interpolation.

File: BP_BaseCharacter > Event Graph > FOV Changes

Location: BP_BaseCharacter.uasset

Video Tutorial

Video coming soon

How to Give a Weapon on Begin?

Getting Started

Bodycam/Procedural: Construct and set up the item data and set it to the slot you want in the BeginSetup Macro. Multiplayer: Do the same in EventBeginplay and remove the load function from BeginPlay.

Key: BeginSetup (single-player) / EventBeginplay (multiplayer)

How to Remove Screen Hints?

Conf Tweaks

Bodycam/Procedural: Set the ScreenHints variable to false. Multiplayer: Disconnect the screen hints node’s pin to disable hints.

Variable: ScreenHints (Boolean)

How to Change Slide Length?

Conf Tweaks

In FirstPersonCharacterBP change the SlideLenght variable (Bodycam/Procedural). In Multiplayer kits, change the corresponding value in the character blueprint.

Variable: SlideLenght (Float)

Location: FirstPersonCharacterBP

How to Setup Lean Angle?

Conf Tweaks

Change the variable LeanDegree on AC_PROCEDURALANIMATION.

Variable: LeanDegree (Float)

Component: AC_PROCEDURALANIMATION

How to Change Free Aim Settings?

Conf Tweaks

Changeable variables are available in the blueprint (see in-editor picture/reference in the kit). Lag strength and rotation limit can be adjusted per aim.

Key: Lag Strength, Rotation Limit (in blueprint)

How to Make New Enemies Get Hit?

Conf Tweaks

Open BP_Item_Base and the Fire_HitScan function. At the comments CAST TO ENEMY BP and ENEMY HIT BLOOD PARTICLE cast to your enemy blueprint. You can copy procedural hit animations from BP_Enemy. For grenades: add Event Radial Damage to your enemy BP and handle kill in your code.

File: BP_Item_Base > Fire_HitScan

Multiplayer: BP_AC_Hitscan > Damage event, cast to your Enemy BP

How to Modify Procedural Camera Animations?

Animation System

Bodycam/Procedural: In FirstPerson_AnimBP find the CameraAnim node (default 0.25). Higher = more camera movement, lower = less. Multiplayer: Find the camera animation events and change the values for strength.

Key node: FirstPerson_AnimBP > CameraAnim (default 0.25)

How to Change Walk/Run/Aim Animations?

Animation System

Modify values in AC_PROCEDURALANIMATION. Variables containing Strength or Rate control intensity and speed. Search in the Search tab or use the MOVEMENT STRENGHT SWAP Event.

Component: AC_PROCEDURALANIMATION

How to Change Weapon Sway Style?

Animation System

Modify values in AC_PROCEDURALANIMATION in the SwaySpring function. For free aim lag feel, change values in ABP_FP_ArmsProcedural.

Key: SwaySpring (AC_PROCEDURALANIMATION), ABP_FP_ArmsProcedural

How to Use Runtime Animation Modifier?

Animation System

Press F12. On the weapon blueprint find ProceduralValues (Data Asset). Copy existing data assets for new weapons to test recoil. For fire delay / recoil test fire rate, set FireDelay on UI_AnimationDebug to match your weapon fire rate. Save adjustments in the data asset. To revert, restart the project without saving.

Key: ProceduralValues (Data Asset), UI_AnimationDebug > FireDelay

Change Fire Animation Blend Values

Animation System

Control blend in and blend out from the weapon BP per aim and per hip, no need to edit montages one by one.

Location: Weapon BP (per aim / per hip)

How to Change Left Hand Elbow Location?

Animation System

Adjust left hand elbow via IK in the blueprint as shown in the doc images (attachment / procedural aim section).

Component: AC_PROCEDURALANIMATION / Weapon BP

How to Change Weapon Meshes?

Weapon System

Use the workflow shown in the kit video: swap meshes in Blender, import to Unreal, then add or swap default weapon meshes (e.g. kit video).

Reference: Kit video - Blender import and weapon setup

How to Add New Arms Anims?

Weapon System

If animations use IK_Hand_Gun bone, add them directly. Otherwise use CalculateWeaponSocket BP to find the weapon socket, then on BP_Weapon set AttachedSocket and SocketOffset. Add Base Pose to ABP_Manny. For new weapon slots add a new entry to ENUM_Animset. Reload/Inspect/Fire anims must be Additive. Add ANS_WeaponAnim Anim Notify for weapon anims; add AN_WeaponBulletCasing for bullet case eject on fire anim.

Key: BP_Weapon, ABP_Manny, ENUM_Animset, ANS_WeaponAnim, AN_WeaponBulletCasing

Setup Procedural Aim & Attachments

Weapon System

Base aim: adjust Location and Rotation of FrontSight and RearSight. Sight attachment: modify OpticSight. Other attachments: adjust mesh sockets on the weapon blueprint. Left hand elbow via IK: adjust in the blueprint as shown in the doc images.

Key: FrontSight, RearSight, OpticSight; mesh sockets on weapon BP

Disable or Enable Bodycam Mode

Bodycam Specific

The Bodycam variable in Player BP activates bodycam when true and switches to normal FPS when false.

Variable: Bodycam (Boolean)

Location: Player BP

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