Project Structure Overview
Project Structure Overview
All content for the Low Poly Animated – Modern Guns Pack is stored inside:
/LowPolyAnimatedModernGuns/The structure is divided into clear sections for Animations, Weapons, Materials, Effects, Audio, Demo content, and Core logic.

Below is an overview of all important folders and what they contain.
📁 1. Art/
Contains all art related content: character arms, animations, effects, materials, textures, and VFX assets.
▶️ 1.1 Characters/
Assets relating to first-person arms and character animations.
Characters/Animations/
A complete library of first-person animations.
_Common/ Shared animations.
Per-weapon folders:
AG14W/,HVG7/,LRAF9/,MAK12/,MR22/,RC425/,SP60/,X13/Each contains:Actions/ — fire/reload/inspect/equip/unequip
Movement/ — walk/run/sprint directionals
Poses/ — static animation poses
NoAdditive/ and NoCamera/ variations
These contain the full animation set for each weapon.
Characters/Materials/
Materials for customizing the first-person arms.
Arms/
Gloves/
Characters/Meshes/
Skeletal meshes for the arm models.
Characters/Textures/
Textures used for arm materials.
▶️ 1.2 Effects/
Visual effects used for muzzle flashes, particles, environment polish, etc.
Subfolders:
Materials/
Meshes/
Particles/
Textures/
These are used mainly in the showcase demos.
▶️ 1.3 Weapons (Art Section)
This is the artistic part of weapons, not the demo logic or playable weapons.
Folders:
_Common/ Shared weapon materials, textures, and attachment meshes.
_Melee/ Knife mesh.
Individual weapons:
AG14W/,HVG7/,LRAF9/,MAK12/,MR22/,RC425/,SP60/,X13/
Each contains:
Animations/
Meshes/
Icons/ (HUD & large icons)
This is where you’ll find the actual weapon art assets.
📁 2. Audio/
Sound assets for weapons and characters.
Audio/_Common/
Contains the master sound class that controls the overall volume.
Audio/Cues/
Contains all sound cue assets.
Organized for:
Character (aiming, crouching, footsteps, grenade, jumping)
Weapons (grouped into each weapon)
Audio/WAV/
Raw .wav files for all character and weapon sounds.
📁 3. Demo/
Everything used to run the Showcase Demo Maps.
This includes animation montages, example weapon blueprints, maps, UI widgets, etc.
▶️3.1 Demo/Art/
Demo-only artistic content.
Demo/Art/Characters/
Contains all of the character animation montages, these are used in the demo maps.
Demo/Art/Weapons/
Contains all of the weapon specific animation montages, these are used in the demo maps.
▶️ 3.2 Demo/Core/
Blueprint logic powering the showcase demo.
Subfolders:
Animation/ — Animation blueprints used in the demo
Casings/ — Ejected shell casing logic
Controllers/ — Demo Player Controller
Data/ — Weapon specific data, such as which grips to use
Libraries/ — Blueprint function libraries
Notifies/ — Animation notifies for timing events, such as spawning muzzle flash and casings
Pawns/ — Demo FPS pawn, the player spawned in the demo map
Skins/ — Demo skin system, used to randomize weapon skins in the demo map
Weapons/ — Demo weapon logic
Widgets/ — UI elements used by the demo, such as crosshairs and weapon icons
This is a self-contained example system, separate from your project logic.
▶️ 3.3 Demo/Data/
Settings and assets for the demo’s UI, skins, crosshair, blends, etc.
Includes:
Blends/
Crosshair/
Grip/
Skins/
Character/
Weapons/
Sound/
▶️ 3.4 Demo/GameModes/
Custom GameModes used by the showcase maps.
▶️ 3.5 Demo/Mannequin/
Demo-only mannequin character files, contains the UE4 mannequin meshes, materials, and textures.
▶️ 3.6 Demo/Maps/
Contains the main showcase map:
L_LPAMG_Showcase_AnimationsPlus unique showcase maps for each specific weapon, attachments, character meshes, etc.
Also contains:
_Common/ (all the files that are shared between different demo maps, such as textures, materials, environment prop meshes, particles, blueprints)
Overview/ (demo maps that showcase all of the animations and meshes, laid out in grid patterns for a quick overview)
▶️ 3.7 Demo/Useable/
Reusable components used across the demo:
Animation
Casings
Pawns
Weapons
These are used internally by the demo logic.
📁 4. Materials/
Contains all of the base material shaders.
For example:
M_Additive (used for glowing vfx particles, or muzzle flashes)
M_Character_Base (base material used by the character arm
M_Particle (base material used by most particles, such as smoke puffs).
Quick Reference Table
Character Animations
/Art/Characters/Animations/
All FP character animation sets
Weapon Animations
/Art/Weapons/<WeaponName>/Animations/
All FP weapon animations
Weapon Meshes
/Art/Weapons/<WeaponName>/Meshes/
Production weapon meshes
Arms Meshes
/Art/Characters/Meshes/
First-person arms
Weapon Materials
/Art/Weapons/_Common/Materials/
Weapon materials
Weapon Icons
/Art/Weapons/<WeaponName>/Icons/
HUD icons
Audio
/Audio/
Weapon & character sounds
Demo Weapons
/Demo/Core/Weapons/
Demo weapon blueprints
Showcase Map
/Demo/Maps/L_LPAMG_Showcase_Animations
Demo showcase map
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