# Integration Into Projects

## Step 1 - Attaching the Flamethrower

Since every project is different it is impossible to present a solution that makes the weapon attach perfectly to every character setup. This asset comes with a configured Character and Animation Blueprint setup where the offsets have already been calculated, you can take a look inside these Blueprints to get an idea what to do with your own character setup, many things are commented to help you out.

<figure><img src="https://2041387751-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7BHOOW6nSayA8CM440gw%2Fuploads%2FfE9Bty2iRgnN1ePWtOyv%2FScreenshot%202024-10-02%20143517.png?alt=media&#x26;token=d7d607d8-b5b2-4c87-a504-dea45ef15e28" alt=""><figcaption><p>Using a virtual bone for correct weapon placement.</p></figcaption></figure>

## Step 2 - Input

To operate the Flamethrower you need to bind the correct inputs to the included interface, below is an example of the interface function to call. **Start Fire** on Pressed and **Stop Fire** on Released will hook your input up to the Flamethrower, make sure you have a reference of the Flamethrower when you spawned and attached it to your character, in this case I named it a variable **Equipped Item**. Make sure the reference is valid, otherwise the Flamethrower BP will not receive the input and nothing will happen.

<div align="left"><figure><img src="https://2041387751-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7BHOOW6nSayA8CM440gw%2Fuploads%2FdUmjL6aop4yhnSfLrU4o%2FScreenshot%202024-10-02%20143739.png?alt=media&#x26;token=2691835b-c02d-4d75-9f9b-86f4e0e11c65" alt=""><figcaption></figcaption></figure></div>

## Step 3 - Audio Setup

This asset does not come with Sound Effects, but it should be as easy to drag and drop your own Sound Effects since the system for it is in place, there are some free (or paid) sound libraries on the internet that you can make use of. By default there are multiple Ignition Cues you can setup to mix sounds together to create something more complex (optional), the main sound of the flamethrower is named **SFX**, there are two versions of each if you want to have a separate sound for **First** and **Third** person, so when watching another player fire, it sounds different to when you fire for yourself. This is optional but common to do in the industry and if you only have one sound effect, plug that into both of the **1p and 3p cues.**

<div align="left"><figure><img src="https://2041387751-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F7BHOOW6nSayA8CM440gw%2Fuploads%2FWuwmKhQOhUq98Wf1jPHG%2FScreenshot%202024-10-02%20144516.png?alt=media&#x26;token=0dcc08da-e22f-4b9b-968b-a6de8c7ac39f" alt=""><figcaption></figcaption></figure></div>

## Ammo

Your project might have an inventory system or a system that handles ammo, you can set this up in BP\_Flamethrower and use the existing variable **HasAmmo,** which if set to false, the flamethrower cannot be fired anymore. By default there is no ammo system in this asset and therefore the flamethrower can fire indefinitely. More Booleans can be placed at the place of **HasAmmo** if needed.
