# Integration Introduction

1. Add Feature or Content Pack(Epic First Person Template)
2. delete SK\_Mannequin\_Arms\_Skeleton and replace it with SK\_Mannequin\_Skeleton.
3. Go to the first person animation blueprint and delete all but the Idle animation in the Anim Graph.
4. Add the ALI\_FPA\_ProceduralAnimLayers interface to the FirstPerson\_AnimBP and Add a ProcAnim\_Hand node to the AnimGraph.
5. Link the ABPL\_FPA\_ProceduralAnimLayerBase to the BeginPlay event of the BP\_FirstPersonCharacter.
6. Add BPC\_FPA\_ProceduralAnimation Component to the BP\_FirstPersonCharacter
7. Copy BPC\_FPA\_ProceduralAnimation Update function to the BP\_FirstPersonCharater from BP\_FPA\_BaseCharacter
8. Edit Max walk speed
9. rotate arm mesh and idle anim mesh
10. add editor component to create ads pose
11. save pose and open data asset
12. split mesh name and set it
13. check pose and add sight socket
14. edit sprint pose and save data asset
15. change start anim name
16. Copy Jump, Crouch Node to BP\_FirstPersonCharacter
17. Enable Click Can Crouch.
18. Copy Multicast\_Sprint
19. copy aim nodes
20. copy recoil nodes and test ads recoil
