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circle-questionFAQ

Common questions about the Tactical FPS Animation Packs (and the included demo/showcase logic).

Quick answers to common questions.

Overview


chevron-rightIs this pack a full FPS template or gameplay framework?hashtag

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.

chevron-rightWhat’s the main focus of this pack?hashtag

The art content.

That means:

  • High-quality FPS animations

  • Weapon models + materials/textures

  • Audio/VFX

Installation & Requirements


chevron-rightWhat Unreal Engine version do I need?hashtag

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

chevron-rightDoes this work in any existing UE project?hashtag

Yes, it’s an asset pack, so it’s intended to be added to an existing Unreal project.

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

chevron-rightDo you provide Blender / source files?hashtag

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

You can find them on the Fab product page.

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Please note that the Blender source files for the animations are not included. Only the static weapon model and rig/skeleton are included.

Finding Content


chevron-rightWhere do I find the animations / meshes / textures?hashtag

Look under the weapon-specific folder:

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WeaponName means your actual product folder name, such as AssaultRifle or Pistol.

  • 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

Character Compatibility & Retargeting


chevron-rightDo the animations use UE5 Manny? Can I use my own character?hashtag

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

chevron-rightMy character is not Manny-compatible. Can I still use the animations?hashtag

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.

Animations & Workflow


chevron-rightThe first person camera shake is too intense, can I disable or decrease it somehow?hashtag

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:

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.

chevron-rightAre the animations first-person only, or are third-person animations included too?hashtag

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.

chevron-rightWhy are there no third person movement animations included?hashtag

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.

chevron-rightAre these animations in-place or root motion?hashtag

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

chevron-rightCan I use the animations to create a full body/true first person game?hashtag

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:

arrow-down-to-bracketDownload Demo (Windows 64-bit)

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.

Demo Logic


chevron-rightDo I have to use the included demo Blueprints?hashtag

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.

chevron-rightDoes the demo logic support multiplayer?hashtag

No, the demo logic is not replicated.

chevron-rightWhy is the character not moving around in the demo map when I press the WASD keys?hashtag

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.

chevron-rightWhy does the ammo reset automatically in the demo? And why doesn't the ammo count refill when reloading?hashtag

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.

Extending and Customizing the Pack


chevron-rightCan I use these animations with other weapon meshes?hashtag

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

Licensing, Updates, And Support


chevron-rightCan I use this content in a commercial game?hashtag

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

You can read more about that here: https://www.fab.com/eulaarrow-up-right

chevron-rightWill this pack get content updates?hashtag

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.

chevron-rightDo you accept requests for new content or animations?hashtag

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.

chevron-rightWhere do I report bugs or get support?hashtag

Please send an email to:

[email protected]envelope

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