Arms Animation: Set all necessary animations for the arms.


- Ground Movement: Movement blendspace. 
- Jump Start: Jump start anim. 
- Jump Loop: Jump loop anim. 
- Jump End: Jump end anim. This is an additive. 
- Slide: Slide loop anim. 
- Enemy Grab: Enemy grab loop anim. (Body shield) 
- Item Grab: Item grab Anim montage. 
- Draw: Equip Anim montage. 
- Holster: Unequip Anim montage. 
- Fire: Shoot Anim montage. 
- Grab Fire: Shoot Anim montage while the body shield is active. 
- Reload: Reload Anim montage. 
- Reload Empty: Reload empty Anim montage. 
- Shotgun Reload: Shotgun reload anim related. - - Reload Start Empty: Reload start empty Anim montage. - - Reload Start: Reload start Anim montage. - - Reload Loop: Reload Loop Anim montage. - - Reload End: Reload End Anim montage. 
- Weapon Inspect: Weapon Inspect Anim montage. 
- Mag Inspect: Mag Inspect Anim montage. 
- Grenade Throw: Grenade Throw Anim montage. 
- Melee Attack: Melee Attack Anim montage. 
Weapon Animation: Set all necessary animations for the weapon.

- Weapon AnimBP: Animation blueprint for the weapon mesh. 
- Idle: Idle anim. 
- Draw: Equipe Anim montage. 
- Holster: Unequip Anim montage. 
- Fire: Shoot Anim montage. 
- Reload: Reload Anim montage. 
- Reload Empty: Reload empty Anim montage. 
- Shotgun Reload: - - Reload Start Empty: Reload start empty Anim montage. - - Reload Start: Reload start Anim montage. - - Reload Loop: Reload loop Anim montage. - - Reload End: Reload end Anim montage. 
- Weapon Inspect: Weapon Inspect Anim montage. 
- Mag Inspect: Mag inspect Anim montage. 
Takedown Animations: The system can handle takedowns per weapon and also per enemy name.

- Finisher Type: Select 1P or 3P takedown view mode 
- DT Finisher: Takedowns data table. 
Each weapon should have it own data table. You can simply duplicate DT_1PFinishers_Knife or DT_3PFinishers_Knife, rename it to match you desired weapon.
Inside the finisher table you will find the following:


- Row name: This is the character name on your enemy BP under AC_EnemyAI details, make sure they match otherwise the system won’t trigger any finisher. 
- Finisher Weapon: Weapon mesh. 
- Weapon Socket: Socket name to attach the weapon to (On you player 3P or 1P mesh). 
- Attacker Finisher: Attacker takedown anim montage. 
- Victim Finisher: Victim takedown anim montage. 
- Finisher Distance: Sync distance value (Only applicable to 3P takedowns). 
- Finish Damage: Damage to do.