> For the complete documentation index, see [llms.txt](https://docs.infimagames.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.infimagames.com/product/low-poly-shooter-pack/getting-started/quick-start-guide.md).

# Quick Start Guide

## Creating a New Project With the Low Poly Shooter Pack

***

{% hint style="info" %}
Since this is asset is a **complete project**, we can't import it into one of our existing projects, it has to create a new one.&#x20;

The main reason for this is because we need project specific settings in order for it work properly.
{% endhint %}

### Downloading the Content and Creating a New Project

* Open the **FAB** tab inside the **Epic Games Launcher**.

<div align="left"><figure><img src="/files/oTH7AKPzbrlyZolatCLe" alt=""><figcaption></figcaption></figure></div>

* Locate **Low Poly Shooter Pack** in your library.

<div align="left"><figure><img src="/files/nsfHG6uLnDRGJkjOr9uI" alt=""><figcaption></figcaption></figure></div>

* Click on it and go to the panel that opens up, here we want to select **Create Project**.

<div align="left"><figure><img src="/files/TWXzVooRghykftk8HCP5" alt=""><figcaption></figcaption></figure></div>

* This will open up the project creation screen, by default we will get a project name error message, this is because the default project name includes a dot, which isn't supported.

<div align="left" data-with-frame="true"><figure><img src="/files/4xcMqJwLZB6X5g2MD0rt" alt=""><figcaption></figcaption></figure></div>

* To fix this we can simply change the name to something else, **LPSP\_Project** for example.

<div align="left" data-with-frame="true"><figure><img src="/files/krlv6yOnsDKkbSsBFT38" alt=""><figcaption></figcaption></figure></div>

* Choose a folder location for the new project, and select the engine version you wish to use, **5.6** in this case, and then press **Create.**
* This will start downloading the files, and create the project for you.

<div align="left"><figure><img src="/files/loVlRM3wUZUCnGrx5bSs" alt=""><figcaption></figcaption></figure></div>

* Once the files have finished downloading, we can go to the **Unreal Engine** tab in the launcher, and locate our new project.
* Notice that the engine version shown next to the project name might not be accurate to the version you picked when creating the project, in this case we picked **5.6,** but the project shows up as **5.2.**
  * This appears to be a bug on FAB, but it doesn't affect the project itself, we just have to manually select the engine version again that we wish to use.

<div align="left"><figure><img src="/files/0flewwsnizn35K90rMkS" alt=""><figcaption></figcaption></figure></div>

* When opening the project it will prompt you to select an Unreal Engine version, let's choose **5.6**.&#x20;

<div align="left"><figure><img src="/files/KnW9aJRxLeXigi58bVT9" alt=""><figcaption></figcaption></figure></div>

* And that's it, now the project will open!

<figure><img src="/files/A2cagQEw0wCplVvflJgj" alt=""><figcaption></figcaption></figure>

***

### Testing the Demo Map

* Once the project has finished loading, you should see the default demo map right away. This map is called the "**Playground**", it's basically an open area where you can test all the features of the project, such as shooting, movement, weapon switching, explosions, shooting at AI characters, etc.

<figure><img src="/files/sU5mGAGDMnXl4iClRQPc" alt=""><figcaption></figcaption></figure>

* You can hold down the **TAB** key while playing to see the entire list of key-binds, they are also available [**here**](#default-key-bindings).
* You can find all of the demo maps in this folder:\
  **InfimaGames > LowPolyShooterPack > Maps.**

***

## <i class="fa-wrench">:wrench:</i> Fixing Common Issues

***

### Error Message in the Playground Map: Lighting Needs to Be Rebuilt

* Some users have reported that the playground map shows the <kbd><mark style="color:$danger;">LIGHTING NEEDS TO BE REBUILT<mark style="color:$danger;"></kbd> warning message when first loading up, if this is the case for you, please follow these easy steps to fix it.
  * (Note that this error message doesn't directly affect the functionality of the asset, but it might make the lighting look a bit weird in the playground map.)

<div align="left"><figure><img src="/files/ZK2iNv2orZZI8HBHu2Ok" alt=""><figcaption></figcaption></figure></div>

* Go to **Build**, and choose **Build Lighting Only.**

<div align="left"><figure><img src="/files/8sDBYbwoK6VHPVTbavjq" alt=""><figcaption></figcaption></figure></div>

* This will start the light building process, which might take a while depending on your hardware.

<div align="left"><figure><img src="/files/Ij4Bqv5Xgtv13nZdTqr7" alt=""><figcaption></figcaption></figure></div>

* Once finished, the error message should have disappeared!

<figure><img src="/files/AWIUbutQfCmlnOjGpGoU" alt=""><figcaption></figcaption></figure>

***

### Error Message in the Playground Map: NavMesh Needs to Be Rebuilt

* Some users have reported seeing the <kbd><mark style="color:$danger;">NAVMESH NEEDS TO BE REBUILT<mark style="color:$danger;"></kbd> error message in the playground map when first loading it. This seems to be a bug that doesn't actually affect the nav mesh in the map, but it can be annoying to have the message visible all the time, so let's fix it.

<div align="left"><figure><img src="/files/xO0DF3IPfw8DLsqjtijl" alt=""><figcaption></figcaption></figure></div>

* The quickest way to get rid of it is simply to duplicate the **NavMeshBoundsVolume**, and then deleting the old one. We can do this by searching for "navmesh" in the **Outliner**, and then duplicating by selecting it and pressing **Ctrl + D**.

<div align="left"><figure><img src="/files/9zQHbS753HvG2qiAms9O" alt=""><figcaption></figcaption></figure></div>

* This will create a new one called **NavMeshBoundsVolume2**.

<div align="left"><figure><img src="/files/aelQjybRI2bWaBhup80r" alt=""><figcaption></figcaption></figure></div>

* Now we can simply delete the old one, we can also rename the duplicated one if we want to keep it clean.

<div align="left"><figure><img src="/files/gZYJW6YYzZByLhPNXcLj" alt=""><figcaption></figcaption></figure></div>

* You can verify that the nav mesh is working correctly by selecting it in the outliner and pressing the **P** key in the viewport. This will visualize the nav mesh bounds in the map, so if you see the map covered in a green surface that means it's working!

<div align="left"><figure><img src="/files/IXtYOR4KJs2YgX75H3wC" alt=""><figcaption></figcaption></figure></div>

***

## Default Key Bindings

<details>

<summary><strong>Movement</strong></summary>

* Use the **Mouse** to look around.
* Use the **WASD** keys to walk around.
* Hold **Shift** to run.
* Press **Space Bar** to play the jumping animation.
* Press **Left Ctrl** or **C** to play the crouch animation.
* Press **Q** and **E** to lean.

</details>

<details>

<summary><strong>Weapon</strong></summary>

* Press **Left Click** to shoot.
* Hold **Right Click** to aim.
* Press **R** to reload.
* Press **T** to inspect.
* Press **3** to holster.
* Press **H** to lower the weapon.
* Press **Z** to drop the weapon.
* Press **1, 2/Scrollwheel** to cycle equipped weapons.

</details>

<details>

<summary><strong>Melee</strong></summary>

* Press **V** to use the knife attack.

</details>

<details>

<summary><strong>Unarmed</strong></summary>

* Press **Z** to drop weapons and go unarmed.

</details>

<details>

<summary><strong>Third Person</strong></summary>

* Press **Y** to toggle third-person view.

</details>

<details>

<summary><strong>Grenade</strong></summary>

* Press **G** to throw a grenade.

</details>

<details>

<summary><strong>Attachments (if equipped)</strong></summary>

* Press **X** to randomize attachments.
* Press **J** to toggle laser/flashlight on/off.

</details>

<details>

<summary><strong>Pause Menu</strong></summary>

* Press **P** to pause the game.

</details>

<details>

<summary><strong>Timescale</strong></summary>

* Press **5** to freeze/unfreeze time.
* Press **8** to decrease timescale.
* Press **9** to increase timescale.

</details>

***


---

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