trash-can-checkHow to Safely Remove the Demo Code Logic

Remove the included demo code logic while keeping the essential art assets, animations, skeleton, materials, and shared audio content intact.

Table of Contents


Introduction


Use this guide if you only want to keep the art content, such as animations, meshes, and textures, and want to remove any demo code logic.

This gives you a much cleaner, art-focused project structure and makes it easier to start fresh with your own gameplay systems.

circle-info

This cleanup is ideal if you want to use the included Tactical FPS assets in your own Unreal Engine 5 setup without keeping the showcase Blueprints and demo-specific logic.


Remove the Weapon Demo Folder


Start by locating the Demo folder for the specific weapon you are using:

InfimaGames/TacticalFPSAnimations/Weapons/WeaponName/Demo

Delete that entire folder.

This removes the most obvious weapon-specific demo content right away.


Delete Demo Animation Montages


Next, delete the included animation montages. These are heavily used by the demo showcase, and they rely on the animation notify and notify state logic that belongs to the demo code.

The fastest way to find them is to filter for Animation Montages and then limit the view to the specific weapon folder you are cleaning up.

Once they are filtered, select all of the montages and delete them.


Delete Demo Blend Spaces


You should also remove the blend spaces, because they are referenced by the demo logic as well. To find them quickly, filter for Blend Space and Blend Space 1D.

Select those assets and delete them.


Delete the Weapon Animation Blueprint


The specific weapon animation Blueprint should be removed too, because it still contains references to the demo code logic.


Move Essential Shared Content Out of the Common Folder


There is one more important cleanup step. Some shared content inside the Common folder is still required by the art assets, so you should move that content out before deleting the remaining demo-related folders.

These are the folders you need to keep:

  • Audio

    • Contains audio files used by locomotion animation sequences, such as footsteps and cloth foley sounds.

  • AudioClasses

    • Contains the master sound class referenced by the included audio cues, so keep this if you plan to use the included sound effects.

  • Characters

    • This one is especially important, because it contains the mannequin skeleton that all of the animations are assigned to.

    • Deleting this folder WILL break all of the included animations.

  • Materials

    • Contains the master material used by the weapon material instances.

Move those folders out of Common and into any location that fits your project structure.

circle-exclamation

Delete the Remaining Common Demo Folders


After moving the required shared content, the Common folder should only contain folders that are safe to remove without breaking the weapon-specific art content:

  • Core

  • Environment

  • Props

  • VFX

Before deleting them, it is a good idea to update the redirectors first, because that can help prevent cleanup issues later.

Once that is done, you can safely delete the rest of the Common folder.

Unreal may still warn that some files reference that folder, but in this case that warning is expected and can be ignored.


Result: Clean Art-Only Content Setup


After these steps, you should be left with the essential art-related content while the included demo code logic is removed. That gives you a much cleaner base for building your own weapon systems, gameplay logic, and project-specific folder setup.

Nice and tidy, happy developing!


Last updated

Was this helpful?