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_Animations

Plus 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

Category
Location
Contains

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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