# Glossary | Term | Meaning | |---|---| | **IC** | "Interactive Component": shorthand for {cpp:class}`UMovaIxComponent`, the one component that makes an actor interactive. | | **State** | A named pose (Location/Rotation/Scale/Visibility) plus optional audio/FX/physics/lights/animation/params. See {doc}`../concepts/states`. | | **KeyFrame** | A `Time` paired with a `State` name inside an Action's timeline. | | **Action** | One `Target` driven along an ordered list of KeyFrames. | | **Group** | A set of Actions that play together as a unit, with its own easing, looping and gate settings. See {doc}`../concepts/groups-and-cycles`. | | **Cycle** | An ordered list of Group names. Each trigger moves it one step (closed → opening → open → ...). | | **Interactor** | {cpp:class}`UMovaIxInteractorComponent`, added to a pawn, that finds and triggers the interactable a player is aiming at. See {doc}`../guides/interactor`. | | **Target** | An address string naming what an Action animates, or what a Cycle/Group runs on. See {doc}`../concepts/tag-grammar`. | | **Gate** | A Group-level `Gates` list (every entry must pass before the group starts) or an inline `?
:State` condition on a tag (gates one target). See {doc}`../concepts/gates`. | | **Flow** | The first character of a verb token: `!` parallel, `>` choice, `+` extension. | | **Proximity** | A Box/Sphere/tagged-Volume trigger on the IC with Enter/Leave tag lists, firing interactions on overlap alone. See {doc}`../concepts/proximity`. | | **Carry** | The mechanism by which an animated target ferries objects resting on or inside it. Decided once, at group start. See {doc}`../concepts/carrying`. | | **Bone target** | An address like `@DoorMesh/hinge_01` that drives a bone of a Poseable Mesh directly. See {doc}`../concepts/bones`. | | **Preset** | A JSON snapshot of an IC's whole interaction bundle (cycles + groups + states + tags + proximity), reusable across actors and projects. See {doc}`../guides/presets`. | | **Grab** | Physics pick-up/carry/throw via {cpp:class}`UMovaIxGrabComponent`, independent of the IC system but composable with its tag grammar via `OnGrabbed`/`OnReleased`/`OnThrown`. See {doc}`../guides/grab-component`. | | **Special state** | A runtime marker (`@Zero`, `@Current`, `@Start`, `@Loop`, `@Stop`, `@StopNow`) usable as a KeyFrame's State without being a written entry. | | **`@`** | Selects an internal component by name (or `@=Tag` by tag). | | **`%`** | Selects an external actor by tag. | | **`#`** | A logic-resolved special (`#Self`, `#Parent`, `#Root`, `#Actor`, `#Carry`). | | **`^`** | Delegation suffix: hand the rest of the address to that element's own IC. | | **`:`** | State suffix: `:State` tests/filters by resting state; `:!State` negates. | | **`?`** | Inline gate prefix on a tag. | | **`*`** | Wildcard glob inside a name (`@Door*`). | Full syntax reference: {doc}`../concepts/tag-grammar`.