diff --git a/docs/.obsidian/app.json b/docs/.obsidian/app.json
deleted file mode 100644
index 6abe4c1..0000000
--- a/docs/.obsidian/app.json
+++ /dev/null
@@ -1,3 +0,0 @@
-{
- "alwaysUpdateLinks": true
-}
\ No newline at end of file
diff --git a/docs/.obsidian/appearance.json b/docs/.obsidian/appearance.json
deleted file mode 100644
index 9e26dfe..0000000
--- a/docs/.obsidian/appearance.json
+++ /dev/null
@@ -1 +0,0 @@
-{}
\ No newline at end of file
diff --git a/docs/.obsidian/core-plugins.json b/docs/.obsidian/core-plugins.json
deleted file mode 100644
index c89a841..0000000
--- a/docs/.obsidian/core-plugins.json
+++ /dev/null
@@ -1,31 +0,0 @@
-{
- "file-explorer": true,
- "global-search": true,
- "switcher": true,
- "graph": true,
- "backlink": true,
- "canvas": true,
- "outgoing-link": true,
- "tag-pane": true,
- "properties": false,
- "page-preview": true,
- "daily-notes": true,
- "templates": true,
- "note-composer": true,
- "command-palette": true,
- "slash-command": false,
- "editor-status": true,
- "bookmarks": true,
- "markdown-importer": false,
- "zk-prefixer": false,
- "random-note": false,
- "outline": true,
- "word-count": true,
- "slides": false,
- "audio-recorder": false,
- "workspaces": false,
- "file-recovery": true,
- "publish": false,
- "sync": false,
- "webviewer": false
-}
\ No newline at end of file
diff --git a/docs/.obsidian/workspace.json b/docs/.obsidian/workspace.json
deleted file mode 100644
index a7956b2..0000000
--- a/docs/.obsidian/workspace.json
+++ /dev/null
@@ -1,185 +0,0 @@
-{
- "main": {
- "id": "cd6401f1d421f524",
- "type": "split",
- "children": [
- {
- "id": "380ab91822574142",
- "type": "tabs",
- "children": [
- {
- "id": "1eda716d35acafe8",
- "type": "leaf",
- "state": {
- "type": "markdown",
- "state": {
- "file": "DeepImpact.md",
- "mode": "source",
- "source": false
- },
- "icon": "lucide-file",
- "title": "DeepImpact"
- }
- },
- {
- "id": "7899dc85e8880db2",
- "type": "leaf",
- "state": {
- "type": "release-notes",
- "state": {
- "currentVersion": "1.8.4"
- },
- "icon": "lucide-book-up",
- "title": "Release Notes 1.8.4"
- }
- }
- ],
- "currentTab": 1
- }
- ],
- "direction": "vertical"
- },
- "left": {
- "id": "66837e31272b0a87",
- "type": "split",
- "children": [
- {
- "id": "2c0fd441985c6245",
- "type": "tabs",
- "children": [
- {
- "id": "ba3b4ab7076efb70",
- "type": "leaf",
- "state": {
- "type": "file-explorer",
- "state": {
- "sortOrder": "alphabetical",
- "autoReveal": false
- },
- "icon": "lucide-folder-closed",
- "title": "Files"
- }
- },
- {
- "id": "a6d0910ec51944ee",
- "type": "leaf",
- "state": {
- "type": "search",
- "state": {
- "query": "",
- "matchingCase": false,
- "explainSearch": false,
- "collapseAll": false,
- "extraContext": false,
- "sortOrder": "alphabetical"
- },
- "icon": "lucide-search",
- "title": "Search"
- }
- },
- {
- "id": "f8024f6e5f6c45ac",
- "type": "leaf",
- "state": {
- "type": "bookmarks",
- "state": {},
- "icon": "lucide-bookmark",
- "title": "Bookmarks"
- }
- }
- ]
- }
- ],
- "direction": "horizontal",
- "width": 300
- },
- "right": {
- "id": "642d5319f1f437db",
- "type": "split",
- "children": [
- {
- "id": "6c06163fdc608e38",
- "type": "tabs",
- "children": [
- {
- "id": "b06989fdae9db98b",
- "type": "leaf",
- "state": {
- "type": "backlink",
- "state": {
- "file": "DeepImpact.md",
- "collapseAll": false,
- "extraContext": false,
- "sortOrder": "alphabetical",
- "showSearch": false,
- "searchQuery": "",
- "backlinkCollapsed": false,
- "unlinkedCollapsed": true
- },
- "icon": "links-coming-in",
- "title": "Backlinks for DeepImpact"
- }
- },
- {
- "id": "bf67716e89e5fce6",
- "type": "leaf",
- "state": {
- "type": "outgoing-link",
- "state": {
- "file": "DeepImpact.md",
- "linksCollapsed": false,
- "unlinkedCollapsed": true
- },
- "icon": "links-going-out",
- "title": "Outgoing links from DeepImpact"
- }
- },
- {
- "id": "ad8500c55403fa87",
- "type": "leaf",
- "state": {
- "type": "tag",
- "state": {
- "sortOrder": "frequency",
- "useHierarchy": true
- },
- "icon": "lucide-tags",
- "title": "Tags"
- }
- },
- {
- "id": "b67ceee19888e290",
- "type": "leaf",
- "state": {
- "type": "outline",
- "state": {
- "file": "DeepImpact.md"
- },
- "icon": "lucide-list",
- "title": "Outline of DeepImpact"
- }
- }
- ]
- }
- ],
- "direction": "horizontal",
- "width": 300,
- "collapsed": true
- },
- "left-ribbon": {
- "hiddenItems": {
- "switcher:Open quick switcher": false,
- "graph:Open graph view": false,
- "canvas:Create new canvas": false,
- "daily-notes:Open today's daily note": false,
- "templates:Insert template": false,
- "command-palette:Open command palette": false
- }
- },
- "active": "7899dc85e8880db2",
- "lastOpenFiles": [
- "index.md",
- "DeepImpact.md",
- "Blueprint Penetration Trace.md"
- ]
-}
\ No newline at end of file
diff --git a/docs/DeepImpact.md b/docs/DeepImpact.md
deleted file mode 100644
index df406e3..0000000
--- a/docs/DeepImpact.md
+++ /dev/null
@@ -1,87 +0,0 @@
----
-title: DeepImpact
-description: A Blueprint Function Library for depth-based line traces in Unreal Engine, providing realistic penetration and bullet hole positioning
----
-This is a `Blueprint Function Library` with a few functions that are callable in `AActors` to do depth trace results, for use in things like projectiles and tools.
-
-![[TraceExample.mp4]]
-## Features
-- Depth-based trace
-- Forward and backward trace results for bullet holes
-- Physics material based density calculations
-- Simple to implement into existing systems
-- Easy debug options
-
-
----
-
-## How it works
-This node works by simulating depth using two line traces—one forward and one backward from the point of impact. These traces scan for objects in their paths and gather information about the hit results. The distance travelled through each material is multiplied by its density (defined in the material's physical properties), which determines how much the projectile is slowed down or whether it stops entirely. Finally, the node returns a list of hit results, including the total depth.
-
-Check out the example setup in `/All/Plugins/PenetrationTrace/Example/DEMO_GunRange`. Edit the `BP_GunTest` to explore how the traces and decal positioning work, along with some fun timeline-based animations! ;D
-## Variants
-Depth Trace by Channel
-![[DepthTraceByChannel.png]]
-Depth Trace for Objects
-![[DepthTraceForObjects.png]]
-Depth Trace by Profile
-![[DepthTraceByProfile.png]]
-
-### Input
-
-| **Member** | **Definition** |
-| -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------- |
-| **Start** | Start of the Trace |
-| **End** | End of the Trace |
-| **Trace Complex** | If the trace will use [`Complex Collision`](https://dev.epicgames.com/documentation/en-us/unreal-engine/simple-versus-complex-collision-in-unreal-engine) |
-| **Actors To Ignore** | Array of `AActor`s, to ignore while tracing |
-| **Draw Debug Type** | Draw Debug Arrows over Time, or Persistently |
-| **Ignore Self** | If the traces should ignore the Current actor (`Self`) |
-| **Trace Color** | The color of the trace, when it's not going through anything. |
-| **Trace Hit Color** | The color of the trace, when it's going through something. |
-| **Draw Time** | Amount of time to draw debug lines (if not persistent) |
-| **Max Depth** | Maximum depth for the trace to go |
-
-## Implementing into existing systems
-
-This can be seamlessly integrated with existing systems with minimal changes to your current blueprint setup.
-
-By simply replacing your current line trace nodes with the Depth Trace node, you’ll get the added benefit of depth effects.
-
-## Adding Trace Collision Channel (optional)
-
-While adding a custom collision channel is optional, it can be a bit more time-consuming and may cause other systems in your project to break if not set up correctly. By default, your existing channels might not be set to overlap, so setting up a new custom trace channel helps ensure compatibility.
-
-To set up a custom trace channel in Unreal Engine, follow these steps:
-
-1. Go to **Project Settings → Engine → Collision**.
-2. In the **Collision Channels** section, click **Add New**.
-3. Set the following properties for the new channel:
- - **Name**: `Projectile` (or a name of your choice)
- - **Default Response**: `Overlap`
-
-For more detailed instructions on adding a custom object type to your project, you can refer to the [Unreal Engine Wiki on Custom Object Types](https://dev.epicgames.com/documentation/en-us/unreal-engine/add-a-custom-object-type-to-your-project-in-unreal-engine).
-
-## Physical materials (optional)
-
-Default [`Physical Material`](https://dev.epicgames.com/documentation/en-us/unreal-engine/physical-materials-user-guide-for-unreal-engine) properties are at **1 g/cm³**, but adding more physical properties into your game can add extra depth.
-### Example Material Densities
-
-| Material | Density (g/cm³) |
-| ---------- | --------------- |
-| Styrofoam | 0.1 |
-| Pine Wood | 0.5 |
-| Water | 0.5 |
-| Glass | 1 |
-| Concrete | 2.4 |
-| Aluminum | 2.7 |
-| Iron/Steel | 7.8 |
-| Copper | 8.9 |
-| Lead | 11.3 |
-
----
-
-## Acknowledgements
-
-- [loafbrr_1](https://opengameart.org/users/loafbrr1) for the pistol model
-- [Neil Francis](https://commons.wikimedia.org/wiki/File:B1_full_size_1500_target.jpg) for the target image
diff --git a/docs/asdfdsa.txt b/docs/images/.gitkeep
similarity index 100%
rename from docs/asdfdsa.txt
rename to docs/images/.gitkeep
diff --git a/docs/images/DepthTraceByChannel.png b/docs/images/DepthTraceByChannel.png
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diff --git a/docs/images/DepthTraceByProfile.png b/docs/images/DepthTraceByProfile.png
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diff --git a/docs/images/DepthTraceForObjects.png b/docs/images/DepthTraceForObjects.png
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diff --git a/docs/images/TraceExample.mp4 b/docs/images/TraceExample.mp4
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diff --git a/docs/index.md b/docs/index.md
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--- a/docs/index.md
+++ /dev/null
@@ -1,19 +0,0 @@
-Welcome to the Documentation
-
-Here you'll find documentation for various tools and projects I've created. Select a document from the sidebar to get started.
-
-## Configuration
-
-### Folder Structure
-Folders in the sidebar can be configured to be open or closed by default using the `defaultOpen` flag in `index.json`:
-
-## Available Documentation
-
-- **[[DeepImpact]]** - A Blueprint Function Library for depth-based line traces in Unreal Engine
-- More documentation coming soon...
-
-## Getting Help
-
-If you need help or have questions:
-- Open an issue on [GitHub](https://github.com/Litruv)
-- Join the discussion on [Discord](https://discord.gg/b8ctQBaaax)
diff --git a/docs/objective-marker-system.md b/docs/objective-marker-system.md
deleted file mode 100644
index 4605f0a..0000000
--- a/docs/objective-marker-system.md
+++ /dev/null
@@ -1,132 +0,0 @@
-# This plugin is WIP
-## Overview
-
-The **Objective Marker System** provides a set of features to display, manage, and interact with in-game objective markers. This document details each feature, available options, and how they can be configured.
-
----
-
-## Feature Summary
-
-| Feature | Status | Configurable Properties (Class) |
-| -------------------------------- | :----: | --------------------------------------------------------------------------------- |
-| **Icon Stacking Prevention** | ✅ | `bStackPreventionEnabled` (`UWidgetOverlay`) |
-| **Off-Screen Markers** | ✅ | `bOffScreenEnabled` (`UWidgetOverlay`) |
-| **Size by Distance** | ✅ | `bScaleByDistance` (`UWidgetOverlay`)
`SizeCurve` (`UWidgetOverlay`) |
-| **Show Distance** | ✅ | `bShowDistance` (`UWidgetOverlay`)
`DistanceUnits` (`UWidgetOverlay`) |
-| **Fade Out When Close** | ✅ | `FadeStartDistance` (`UWidgetOverlay`) |
-| **Arrows When at Edge** | ✅ | `ArrowStyle` (`UWidgetIcon`) |
-| **Occlusion** | ✅ | `bEnableOcclusion` (`UActorComponent`)
`OcclusionChannel` (`UActorComponent`) |
-| **Screen Space Padding** | ✅ | `ScreenPadding` (`UWidgetOverlay`) |
-| **3D Depth (Up/Down Indicator)** | ⬜ | `bEnableDepthIndicator` (`UWidgetIcon`)
`DepthThreshold` (`UWidgetIcon`) |
-| **Custom Icon** | ✅ | `CustomIconMaterial` (`UActorComponent`) |
-| **Visibility Groups/Tags** | ⬜ | `VisibilityTags` (`UActorComponent`) |
-
----
-
-## Feature Details
-
-### **Icon Stacking Prevention**
-
-Prevents multiple markers from overlapping in screen space by slightly offsetting their positions.
-
-### **Off-Screen Markers**
-
-Keeps markers anchored at the screen edges when the objective moves out of view.
-
-#### Properties (UWidgetOverlay):
-
-- `bOffScreenEnabled` _(bool)_ – Enables or disables off-screen anchoring.
-
----
-
-### **Size by Distance**
-
-Scales the marker size based on distance from the player.
-
-#### Properties (UWidgetOverlay):
-
-- `bScaleByDistance` _(bool)_ – Toggles size scaling.
-- `SizeCurve` _(UCurveFloat_) – Defines the scaling curve.
-
----
-
-### **Show Distance**
-
-Displays a numerical value indicating the objective's distance.
-
-#### Properties (UWidgetOverlay):
-
-- `bShowDistance` _(bool)_ – Enables/disables distance display.
-- `DistanceUnits` _(enum)_ – Specifies units (meters, feet, etc.).
-
----
-
-### **Fade Out When Close**
-
-Reduces marker opacity when the player gets near.
-
-#### Properties (UWidgetOverlay):
-
-- `FadeStartDistance` _(float, min: 0)_ – Distance at which fading begins.
-
----
-
-### **Arrows When at Edge**
-
-Displays arrows at the screen edge pointing toward off-screen objectives.
-
-#### Properties (UWidgetIcon):
-
-- `ArrowStyle` _(struct)_ – Defines arrow appearance and animation.
-
----
-
-### **Occlusion**
-
-Hides or fades markers if blocked by obstacles.
-
-#### Properties (UActorComponent):
-
-- `bEnableOcclusion` _(bool)_ – Enables/disables occlusion.
-- `OcclusionChannel` _(ECollisionChannel)_ – Defines which collision channel to check for occlusion.
-
----
-
-### **Screen Space Padding**
-
-Ensures markers don’t get too close to screen edges.
-
-#### Properties (UWidgetOverlay):
-
-- `ScreenPadding` _(float)_ – Defines padding amount.
-
----
-
-### **3D Depth (Up/Down Indicator)**
-
-Indicates whether an objective is above or below the player.
-
-#### Properties (UWidgetIcon):
-
-- `bEnableDepthIndicator` _(bool)_ – Enables/disables depth indicators.
-- `DepthThreshold` _(float)_ – Distance threshold for depth indicators.
-
----
-
-### **Custom Icon**
-
-Allows different icons per objective type.
-
-#### Properties (UActorComponent):
-
-- `CustomIconMaterial` _(UMaterialInstance_) – Sets a custom material or icon.
-
----
-
-### **Visibility Groups/Tags**
-
-Groups objectives into categories for dynamic visibility filtering.
-
-#### Properties (UActorComponent):
-
-- `VisibilityTags` _(TArray_) – Defines tags for filtering.
diff --git a/docs/test.md b/docs/test.md
deleted file mode 100644
index a8a9406..0000000
--- a/docs/test.md
+++ /dev/null
@@ -1 +0,0 @@
-this is a test
\ No newline at end of file
diff --git a/docs/test2.txt b/docs/test2.txt
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index d606037..0000000
--- a/docs/test2.txt
+++ /dev/null
@@ -1 +0,0 @@
-test2
\ No newline at end of file
diff --git a/docs/test3.txt b/docs/test3.txt
deleted file mode 100644
index 9233c1a..0000000
--- a/docs/test3.txt
+++ /dev/null
@@ -1 +0,0 @@
-dd
\ No newline at end of file
diff --git a/index.json b/example.index.json
similarity index 100%
rename from index.json
rename to example.index.json