The Editor will create a minimum Setup automatically. The Graph needs at least one state and one input to run, and the input needs to be defined in the state's selection criteria. Upon selecting "New" from the menu, the editor will create this basic setup as a base to build the new graph onto.
The Default State is called "Idle", but it can be renamed to anything more fitting. After creation, it does not have an animation defined, but it is set to be looping. - The next step is to assign an animation to it that is selected from the Character Editor.
Right Clicking on an animation name inside the Character editor will bring up the option to copy the name into the clipboard.
This name can then be pasted into the Animation Graph directly. This can avoid typing errors.
The Animation Graph is now ready to work ingame.
The Graph you just exported needs a character that uses it. Which Animation Graphs a character is using is set up in his lua file.
Game/Scripts/Entities/actor/player.lua
.The Animation Graph Editor interface contains a Preview Window that lets you preview the animations assigned to a state (it is not used to preview transitions). After creating a new graph, this window will be empty. The graph needs to be assigned a base character to play the animations on first.
Note that this base character is only used for previewing animations. Make sure this character has at least most of the animations referenced in the graph mapped in his cal file, or the animation will not play. It has no further effect on which characters are using the graph in the game.
The character has a new Animation Graph set up now. When entering game mode with this character, it will play the Idle Animation selected before. You can move the character around and jump as before, since all these are mechanics implemented in the game code. But the character will never play a different animation, since the Idle is the only state set up in his graph.