Consumer recipes
PAPER-only weapon classification
Request ReloadObservations, wait for a nonzero reload catalog, and consume its
classification. primaryFamily is one best label; familyFlags preserves
multi-label evidence; keyword/family-evidence flags explain why. Invalidate on
weaponGenerationKey, not form ID alone.
Reload evidence and geometry
Copy PaperReloadEvidenceV1 pages for the current catalogSequence. Records
contain roles, source/interaction nodes, bounds, OMOD and attach-point identity.
Request ReloadEvidenceGeometry only when point clouds are required; copy each
evidence ID in bounded pages and restart the whole aggregate on StaleSnapshot.
Passive animation viewer
Request only ReloadAnimationTelemetry. Query catalog/live state, then copy the
selected clip's tracks, samples, markers and triggers. Always label acquisition
mode and track space. This capability must not start exact preharvest.
Reload-stage event layer
Query stage state on FrameComplete and react when stageFlags changes. Magazine,
slide, bolt, rest and fire flags are independent and may coexist. Copy per-part
records with the same snapshot sequence to explain aggregate decisions.
Motion path cache
On WeaponMotionCatalogChanged, query the catalog and copy parts/stages. Each
complete stage publishes 24 normalized keys and up to 10 followers with their
own key paths. Cache by catalog sequence and weapon generation.
Manipulation progress
Use frame eventSequence to detect transitions, then query both hands. Check
flags and projection residual before treating normalizedProgress as a precise
gameplay signal.