Better name would be 'Character Movement'. Bridges game controlled movement and animation controlled movement.
Force override collider mode for all AI.
Force override collider mode for all players.
Print log messages when anim events spawn effects.
Display debug history graphs of anim target correction.
Display filtered and requested collider modes.
Display entity params graphs
Debug specified entity name only.
Debug render entity location.
Display debug history graphs of entity locations and movement.
Display graph of motion parameters.
Display movement control methods.
Display entity/animation location/movement values, etc.
Display some values temporarily hooked into temp history graphs.
Force disable sliding contact events.
Enable extra solid collider (for non-pushable characters).
Forces the entity movement to be limited by animation.
Force enable simplified movement (not visible, dedicated server, etc).
Display a graph of the frametime.
Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this).
Overrides the horizontal movement control method specified by AG (overrides filter).
Overrides the vertical movement control method specified by AG (overrides filter).
Use MCMs from AG state templates instead of AG state headers.
When using animation driven motion sample animation for the root one frame ahead to take into account 1 frame of physics delay
Instead of applying rotation directly, queue it until the beginning of the next frame (synchronizes rotation with translation coming from asynchronous physics)