# FAQ

Quick answers to common questions.

### Overview

***

<details>

<summary><strong>Is this pack a full FPS template or gameplay framework?</strong></summary>

No, this is an **art-focused pack** (animations + weapon assets).

The included Blueprints are a **demo/showcase** to preview the content and show intended usage.

</details>

<details>

<summary><strong>What’s the main focus of this pack?</strong></summary>

The art content.

That means:

* High-quality FPS animations
* Weapon models + materials/textures
* Audio/VFX

</details>

### Installation & Requirements

***

<details>

<summary><strong>What Unreal Engine version do I need?</strong></summary>

You will need Unreal Engine 5.4 or higher to install the pack.

</details>

<details>

<summary><strong>Does this work in any existing UE project?</strong></summary>

Yes, it’s an **asset pack**, so it’s intended to be added to an existing Unreal project.&#x20;

It will not replace your config files or project specific settings.

</details>

<details>

<summary><strong>Do you provide Blender / source files?</strong></summary>

Yes, the source files for the weapon rig are included with the purchase.

You can find them on the Fab product page.

{% hint style="info" %}
**Please note that the Blender source files for the animations are not included**. Only the static weapon model and rig/skeleton are included.
{% endhint %}

</details>

### Finding Content

***

<details>

<summary><strong>Where do I find the animations / meshes / textures?</strong></summary>

Look under the weapon-specific folder:

{% hint style="info" %}
`WeaponName` means your actual product folder name, such as `AssaultRifle` or `Pistol`.
{% endhint %}

* Animations: `InfimaGames/TacticalFPSAnimations/Weapons/WeaponName/Animations`
* Meshes: `InfimaGames/TacticalFPSAnimations/Weapons/WeaponName/Meshes`
* Materials: `InfimaGames/TacticalFPSAnimations/Weapons/WeaponName/Materials`
* Textures: `InfimaGames/TacticalFPSAnimations/Weapons/WeaponName/Textures`
* Audio: `InfimaGames/TacticalFPSAnimations/Weapons/WeaponName/Audio`

Shared/demo systems live under:

`InfimaGames/TacticalFPSAnimations/Common`

</details>

### Character Compatibility & Retargeting

***

<details>

<summary><strong>Do the animations use UE5 Manny? Can I use my own character?</strong></summary>

Yes, the animations are UE5 Manny compatible.

You can use your own character as long as it’s rigged to the same skeleton hierarchy.

**Check out the guide here**: [How to Assign a Custom Character Model](/product/tactical-fps-animation-packs/guides-and-tutorials/editor/how-to-assign-a-custom-character-model-in-unreal-engine-5-ue5-manny.md)

</details>

<details>

<summary><strong>My character is not Manny-compatible. Can I still use the animations?</strong></summary>

Technically speaking, yes, but you’ll need to **retarget** them to your custom skeleton.

The exact steps depend on your skeleton and proportions. First-person animations can be tricky to retarget perfectly, and the finger/hand placement may not be perfect.

**It's highly recommended to use the animations with a UE5 Manny-compatible character model for the best results.**

</details>

### Animations & Workflow

***

<details>

<summary><strong>The first person camera shake is too intense, can I disable or decrease it somehow?</strong></summary>

**Yes, it's super easy to disable or decrease the intensity of the camera shake, you can do it directly in an animation blueprint with one node.**

There is an example included inside the first person animation blueprint's **AnimGraph**:

<figure><img src="/files/kx8wfOAATpbRUiaYKANz" alt=""><figcaption></figcaption></figure>

**How to do it:**

The first person camera shake animations are baked directly onto the **head** bone of the character.

You can use a **Layered blend per bone** node to limit how much the head bone moves, use the blend weights to adjust the intensity.

</details>

<details>

<summary><strong>Are the animations first-person only, or are third-person animations included too?</strong></summary>

The pack includes both first-person and third-person animations for actions like reloads, inspections, grenade throws, malfunctions, and interactions.

**However, there are no third-person movement (locomotion) animations included, those are only included for first-person.**

The recommended workflow is to use the third-person upper-body animations in combination with mocap (or similar) third-person locomotion data on the lower body.

</details>

<details>

<summary><strong>Why are there no third person movement animations included?</strong></summary>

I am mainly focusing on high-quality upper-body movement animations because I don't feel confident in producing full-body movement animations. There are plenty of high-quality full-body movement packs available which can be integrated for the best results.

</details>

<details>

<summary><strong>Are these animations in-place or root motion?</strong></summary>

They are animated in place, no root motion is included.

</details>

<details>

<summary><strong>Can I use the animations to create a full body/true first person game?</strong></summary>

Yes, technically, you can use the third-person animations with a camera attached to the head bone.

You can try this in the demo build, which includes 'bodycam' perspectives:

<a href="https://products.infimagames.com/tfa-ar-demo-download" class="button primary" data-icon="arrow-down-to-bracket">Download Demo (Windows 64-bit)</a>

However, the third-person animations were not created with a true FPS setup in mind, so the head movements can be pretty motion-sickness-inducing by default. Therefore, it would require some manual work to get it feeling right.

</details>

### Demo Logic

***

<details>

<summary><strong>Do I have to use the included demo Blueprints?</strong></summary>

**No, you can use the animations and weapon assets without using the demo blueprints, they are not a requirement.**

The demo logic is mainly there to preview the content and demonstrate how to properly set up and use the animations in a game scenario.

</details>

<details>

<summary><strong>Does the demo logic support multiplayer?</strong></summary>

No, the demo logic is not replicated.

</details>

<details>

<summary><strong>Why is the character not moving around in the demo map when I press the WASD keys?</strong></summary>

**The character is intentionally static in the demo map, this is not a bug or error.**

The third-person mode does not include movement animations, so it would look weird if the character just slid around.

</details>

<details>

<summary><strong>Why does the ammo reset automatically in the demo? And why doesn't the ammo count refill when reloading?</strong></summary>

**The ammo value in the demo is only used to drive the animated magazine, showing bullets being removed as you fire and the spring/follower adjusting based on how many rounds are left.**

Reloading logic wasn't included in the demo as it would have added unnecessary complexity for what is essentially a visual showcase.

</details>

### Extending and Customizing the Pack

***

<details>

<summary><strong>Can I use these animations with other weapon meshes?</strong></summary>

Yes, but it will require manual work to adapt the custom weapon mesh to fit the skeleton included in the pack.

We have an in-depth guide for that here:

[How to Import a Custom Weapon Model](/product/tactical-fps-animation-packs/guides-and-tutorials/editor/how-to-replace-the-weapon-with-a-custom-model-in-unreal-engine-5-blender-to-ue5.md)

</details>

### Licensing, Updates, And Support

***

<details>

<summary><strong>Can I use this content in a commercial game?</strong></summary>

Yes, as long as you follow the Fab license terms for the product.

You can read more about that here: <https://www.fab.com/eula>

</details>

<details>

<summary><strong>Will this pack get content updates?</strong></summary>

This pack is released as a complete, ready-to-use product right out of the box!

To be completely transparent, there is no official roadmap for future content updates, so please base your purchase on the current state of the pack and the content that is currently included.

While I may occasionally add new models or animations down the line, those should just be considered a free bonus rather than a guarantee.

My main goal is to ensure you have a solid, high-quality kit to start building your game immediately.

Naturally, I will continuously make sure that the pack works with the latest engine versions.

</details>

<details>

<summary><strong>Do you accept requests for new content or animations?</strong></summary>

I'm always open to hearing your ideas and feedback! Feel free to send an email to let me know what you would like to see, or what you like and dislike about the pack.

**I just kindly ask that you send these requests directly via email rather than using the Fab review section.**

</details>

<details>

<summary><strong>Where do I report bugs or get support?</strong></summary>

Please send an email to:

<support@infimagames.com>

</details>


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.infimagames.com/product/tactical-fps-animation-packs/getting-started/faq.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
