# Quick Start Guide

#### Table of Contents

* [Downloading and Installing From Fab](#downloading-and-installing-from-fab)
* [Adding the Content to Your Project](#adding-the-content-to-your-project)
* [Using the Demo Content](#using-the-demo-content)
* [Demo Maps](#demo-maps)
* [Blueprint Examples](#blueprint-examples)
* [Using the Blender Source Files](#using-the-blender-source-files)
* [Downloading the Blender Source Files](#downloading-the-blender-source-files)
* [Extracting the Blender Source Files](#extracting-the-blender-source-files)
* [Blender Source File Folder Overview](#blender-source-file-folder-overview)

***

## Downloading and Installing From Fab

***

We’ll use the **Fab in Launcher** window to add the **Tactical FPS Animations Pack** directly to your Unreal Engine project. If `Fab` does not appear in your editor, follow the official Epic setup guide [here](https://dev.epicgames.com/documentation/en-us/fab/exporting-assets-from-fab-in-launcher) first.

#### Adding the Content to Your Project

For this walkthrough, we’ll use **Tactical FPS Animations Pack - Assault Rifle**, but the same process applies to the rest of the Tactical FPS animation packs.

1. Open the **Fab** window inside Unreal Engine.
2. Go to **Library** and find **Tactical FPS Animations Pack - Assault Rifle** or the specific animation pack you want to install.
3. Click **Add to Project**, choose the current engine version if Unreal prompts you, and then click **Add to Project** again.
4. Wait for the download to finish. Once it does, you should see the `InfimaGames` folder in your project.
5. Open `InfimaGames/TacticalFPSAnimations` to access the installed content.

<div align="left" data-with-frame="true"><figure><img src="/files/L2wLpTFwc2TSdRC21irA" alt="" width="248"><figcaption></figcaption></figure></div>

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### Using the Demo Content

***

Once the pack is installed, the fastest way to make sure everything is working is to open the included demo content.&#x20;

Each product includes a demo map where you can preview the animations in a gameplay-style setup, which makes it much easier to understand how the assets are meant to be used in a real game project.

The pack also includes demo `Blueprint` logic that drives the showcase setup. It is there as a reference and learning tool, not as a ready-to-ship FPS template or full gameplay system, so it’s best to treat it as a helpful example of how the animation content fits together.

#### Demo Maps

The demo maps give you a quick overview of what is included in the pack, how the animations fit into a gameplay scenario, and how the related assets are organized inside the project.

You can find them here:

`InfimaGames > TacticalFPSAnimations > Weapons > WeaponName > Demo > Maps`

<div align="left" data-with-frame="true"><figure><img src="/files/sqgMxpyGyx3ubdhGCEMe" alt="" width="563"><figcaption></figcaption></figure></div>

{% hint style="info" %}
Replace `WeaponName` with your actual product folder name, such as `AssaultRifle` or `Pistol`, depending on which product you're using.
{% endhint %}

<div align="left"><figure><img src="/files/oINK4mKDktw1TTNfdYsm" alt=""><figcaption></figcaption></figure></div>

#### Blueprint Examples

You can check out the included `Blueprint` examples to quickly understand how the animations, models, and demo logic are set up. This is a nice way to get your bearings before you start replacing assets or wiring the content into your own project.

You’ll find the demo logic and Blueprints here:

`InfimaGames > TacticalFPSAnimations > Common > Core`

<div align="left" data-with-frame="true"><figure><img src="/files/m9HW1uYHqMdh85B1bizl" alt="" width="563"><figcaption></figcaption></figure></div>

<div align="left" data-with-frame="true"><figure><img src="/files/EePwbXSmIVEInRoQDq7r" alt=""><figcaption></figcaption></figure></div>

If you want a fuller breakdown of how the demo Blueprints and animation systems work together, check these reference pages:

* [Reference](/product/tactical-fps-animation-packs/guides-and-tutorials/reference.md)
  * [Blueprints](/product/tactical-fps-animation-packs/guides-and-tutorials/reference/blueprints.md)
  * [Animation](/product/tactical-fps-animation-packs/guides-and-tutorials/reference/animation.md)

<div align="left" data-with-frame="true"><figure><img src="/files/qYJW302NKeqYZkQDrF6R" alt=""><figcaption></figcaption></figure></div>

***

## Using the Blender Source Files

***

The packs include Blender source files that let you modify the included weapons skeleton and model.&#x20;

They are especially useful if you want to swap in a custom weapon model, adjust rig details, or use the included setup as a starting point for your own changes.

If you want a full walkthrough for replacing the current weapon model with a custom one, check out our guide here:

* [How to Replace the Weapon With a Custom Model in Unreal Engine 5 (Blender to UE5)](/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)

#### Downloading the Blender Source Files

Downloading the Blender source files is straightforward. Open the Fab product page for your pack and click **Download**.

<div align="left" data-with-frame="true"><figure><img src="https://docs.infimagames.com/~gitbook/image?url=https%3A%2F%2F3672090337-files.gitbook.io%2F%7E%2Ffiles%2Fv0%2Fb%2Fgitbook-x-prod.appspot.com%2Fo%2Fspaces%252FAgT30KKyRo4789Fd0nkv%252Fuploads%252FsDPwrTTaBPlpvU0aEw4F%252Fimage.png%3Falt%3Dmedia%26token%3Deebb5d93-aecb-4e7c-957f-791288c84700&#x26;width=768&#x26;dpr=3&#x26;quality=100&#x26;sign=a81fa125&#x26;sv=2" alt=""><figcaption></figcaption></figure></div>

Under **Included formats**, you’ll find the available downloads. Look for a file named `blender_source_files_tactical`**`WeaponName`**`.zip`.

{% hint style="info" %}
Note that `WeaponName` will be the actual name of your product, such as `Pistol` or `AssaultRifle`.
{% endhint %}

#### Extracting the Blender Source Files

After downloading the ZIP file, extract it to a clean folder. Inside, you’ll find the source files organized by asset type.

#### Blender Source File Folder Overview

<div align="left" data-with-frame="true"><figure><img src="/files/0oA2jpaXwZnTqsZn5KZR" alt="" width="440"><figcaption></figcaption></figure></div>

Here’s a quick overview of the main folders:

* **Rigs**

  * Contains the weapon rig used for animation. Here you can adjust the bone hierarchy, tweak sockets, modify the mesh, or use it as a base for creating new animations.

  <div align="left" data-with-frame="true"><figure><img src="/files/gS0hj4etgI3idtfqYMmw" alt="" width="563"><figcaption></figcaption></figure></div>
* **Textures**
  * Contains the texture files used by the included materials.

***


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