# Welcome

<h2 align="center">Procedural First Person Toolkit</h2>

<p align="center"><a href="https://www.fab.com/listings/fff00e95-8fec-4985-8da5-b4b9b7c45034?tab=%3ARe5adm5%3A" class="button primary" data-icon="shop">Get On FAB</a><a href="https://discord.gg/GQAttRMdhp" class="button primary" data-icon="discord">Discord Support</a><a href="https://drive.google.com/drive/folders/1RUhp1dW9_WsfRcPrXSbBkr74pU3_9UJn" class="button primary" data-icon="gamepad-modern">Play our Demo</a></p>

## *Industry-level quality first-person procedural motion.*

* [x] **Anim Nodes** that integrate into any weapon/equipment system.
* [x] **Component-based** so you can extend behavior without rewriting the stack.
* [x] **UE 5.6 and above.**
* [x] **Network Replicated.**
* [x] **Example Demo Project included.**

{% embed url="<https://www.youtube.com/watch?v=QQMRwsrRWUQ>" %}

{% hint style="warning" %}
This Documentation is still receiving **Constant Updates!** Feel free to enter our discord and request any help!
{% endhint %}

## Getting Started

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[Quick Start: Demo Project](/procedural-first-person-toolkit/welcome-and-setup/readme/quick-start-demo-project.md)
{% endcontent-ref %}

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[Activating The Plugin](/procedural-first-person-toolkit/welcome-and-setup/readme/activating-the-plugin.md)
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[Core Fundamentals](/procedural-first-person-toolkit/core-fundamentals/the-technical-foundation.md)
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[Tutorials](/procedural-first-person-toolkit/tutorials/integrating-with-ue-shooter-template.md)
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[Component Reference](/procedural-first-person-toolkit/component-reference/procedural-motion-component.md)
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{% content-ref url="/pages/j5TTmbycbW3HaYcAmlDB" %}
[Anim Node Reference](/procedural-first-person-toolkit/anim-node-reference/the-procedural-pipeline.md)
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[Tools & Configuration](/procedural-first-person-toolkit/tools-and-configuration/the-configurator.md)
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## Having Problems?

Check out the [Common Errors & Solutions](/procedural-first-person-toolkit/welcome-and-setup/common-errors-and-solutions.md) chapter. In there we'll cover most common problems you might have while integrating with the plugin.

## Interesting Chapters

* [The Procedural Pipeline](/procedural-first-person-toolkit/anim-node-reference/the-procedural-pipeline.md#the-ideal-animation-blueprint-setup): Details on how to properly setup your `VB pivot` position correctly for any type of Animation (**Socket** based or `ik_hand_gun` based).
* [The Technical Foundation](/procedural-first-person-toolkit/core-fundamentals/the-technical-foundation.md#the-component-system-modular-logic): Details how the most powerful function from the plugin works. The communication between the Anim Node and Components, for having ultimate flexibility.
* [Adding New Weapons & Equipment](/procedural-first-person-toolkit/tutorials/demo-project-in-depth/adding-new-weapons-and-equipment.md): Guide you on adding new **Equipments** to our [Demo Project](/procedural-first-person-toolkit/welcome-and-setup/readme/quick-start-demo-project.md).
* [Procedural Motion Component](/procedural-first-person-toolkit/component-reference/procedural-motion-component.md#native-motion-components-overview): Summarizes all our native **Procedural Motion Components** that creates motions such as Recoil and Sway.
* [The Configurator](/procedural-first-person-toolkit/tools-and-configuration/the-configurator.md): Explains how to use our Editor Utility tool for easily customize any of our components.
* [Procedural Presets](/procedural-first-person-toolkit/tools-and-configuration/procedural-presets.md): Explains the powerful Procedural Preset usage, a completely flexible and reusable fragments based Data Asset structure.

## Frequently Asked Questions

{% stepper %}
{% step %}

#### Do my character blueprints and character animation blueprints need to inherit from the plugin as a parent?&#x20;

No. Neither your character nor your animation blueprints need to inherit from the plugin classes. The system is designed to have no real dependency on a specific Mesh or base class.
{% endstep %}

{% step %}

### Is the procedural animation "plug and play"?

It’s not strictly plug and play in the sense of working instantly without setup; it requires you to add specific Anim Nodes to your Animation Blueprint and utilize the provided Components. However, the goal is to make it as simple as "plug some Anim Nodes and Components, and play."
{% endstep %}

{% step %}

#### Will this work with the default Unreal First Person template or GASP/ALS?

Yes. Integration tutorials for both the default First Person template and GASP (Advanced Locomotion System) are currently being developed.
{% endstep %}

{% step %}

#### Is procedural content handled entirely through components?

Mostly, but not entirely. While main procedural motions (sway, recoil, blocking, etc.) are calculated by components on the character or weapon, you still need specific Anim Nodes in your Animation Blueprint to apply that procedural data to the character.
{% endstep %}

{% step %}

#### Can it handle different meshes with multiple sockets?

The system is designed to avoid dependencies on specific meshes, making it flexible to fit any mesh.
{% endstep %}

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#### Where can I find more detailed instructions?

We are currently in the process of creating documentation and video tutorials to provide more clarity on how everything works, but feel free to join our discord server and ask for help there.
{% endstep %}
{% endstepper %}


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