#animgraph
4 items (4 fixes)
The stock citizen animgraph ships combat params that CitizenAnimationHelper does NOT wrap -- drive them with renderer.Set() directly, and replicate them yourself because the engine only networks locomotion.
The Citizen animgraph drives body aim from SetLookDirection("aim_body", dir, weight), not from the aim_body_pitch / aim_body_yaw floats. Writing only the floats reads back perfectly and moves the pose zero degrees.
The citizen's locomotion clips each carry their own authored ground speed in the animgraph's m_blendValue coordinates. Pacing every clip's PlaybackRate against one guessed nominal speed foot-slides every variant except the one it was tuned for.
Direct citizen sequence playback needs no AnimGraph, but SkinnedModelRenderer.UseAnimGraph must be set false BEFORE the first Sequence.Name write, or the write silently no-ops while the model's own animgraph keeps driving the pose. The citizen model exposes 466 sequences (raw directional locomotion + IdlePose family), enough for a full movement set with no rig work.