AG_Animation Graph Flashcards
High Level animation logic, describes animation selection and flow, matches animation state to current game logical state.
ag_action
Force this action
ag_adjustToCatchUp
Adjust requested move direction of animation to catch up with entity
ag_averageTravelSpeed
Average travel speed over a few frames
ag_breakmode
1=Enable debug break mode, 2 =also lock inputs
ag_breakOnQuery
If we query for this state, enter break mode
ag_debug
Entity to display debug information for animation graph for
ag_debugAdditives
Print log messages for Additives
ag_debugErrors
Display debug error info on the entities (0/1)
ag_debugExactPos
Enable/Disable exact positioning debugger
ag_debugLayer
Animation graph layer to display debug information for
ag_debugMusic
Debug the music graph
ag_defaultAIStance
Specifies default stance name for AI
ag_drawActorPos
Draw actor pos/dir
ag_ep_correctMovement
enable/disable position correction in exact positioning
ag_ep_ShowPath
No Description
ag_forceAdjust
Enable forced small step adjustments
ag_forceInsideErrorDisc
Force animation to stay within maximum error distance
ag_humanBlending
No description
ag_item
Force this item
ag_LockToEntity
Lock animation to entity (zero offsetting)
ag_log
Enable a log of animation graph decisions
ag_log_entity
Log only this entity
ag_logeffects
AGAttachment Effect logging
ag_logselections
Log animation graph selection results
ag_logsounds
AG sound logging
ag_logtransitions
Log animation graph transition calls to the console
ag_measureActualSpeeds
Measure actual travel speeds of entity and animation origins
ag_nonDecoupledLeaning
Enable procedural leaning when the movement style is not decoupled
ag_queue
Next state to force
ag_reload_ag
Reloads all Animation Graphs from their ag files
ag_reload_xml
Reloads all Animation Graphs from their xml files
ag_safeExactPositioning
Will teleport the entity to the requested position/orientation when EP think it’s done.
ag_showmovement
Show Movement requests
ag_showPhysSync
Show physics sync
ag_signal
Send this signal
ag_stance
Force this stance
ag_variationInput
Set this Variation Input once