GlossaryΒΆ

Term

Meaning

IC

"Interactive Component": shorthand for 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 States: everything one pose can drive.

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 Groups & Cycles.

Cycle

An ordered list of Group names. Each trigger moves it one step (closed β†’ opening β†’ open β†’ ...).

Interactor

UMovaIxInteractorComponent, added to a pawn, that finds and triggers the interactable a player is aiming at. See The player Interactor: setup and use.

Target

An address string naming what an Action animates, or what a Cycle/Group runs on. See Tag Grammar Reference.

Gate

A Group-level Gates list (every entry must pass before the group starts) or an inline ?<address>:State condition on a tag (gates one target). See Gates: locks & conditions.

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 Proximity: reacting without a prompt.

Carry

The mechanism by which an animated target ferries objects resting on or inside it. Decided once, at group start. See Carrying: ferrying objects on a moving target.

Bone target

An address like @DoorMesh/hinge_01 that drives a bone of a Poseable Mesh directly. See Bones: addressing a rig like a component.

Preset

A JSON snapshot of an IC's whole interaction bundle (cycles + groups + states + tags + proximity), reusable across actors and projects. See Presets.

Grab

Physics pick-up/carry/throw via UMovaIxGrabComponent, independent of the IC system but composable with its tag grammar via OnGrabbed/OnReleased/OnThrown. See Grab, carry & throw.

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: Tag Grammar Reference.