Now I'm curious ... so what does it mean when it says "Instead, Idles in this section can be called via script, dialogue, or AI package." ?
If "calling" an idle triggers playing an animation then it sounds to me like an event triggered by a script can be used to trigger an animation. Scripts can be attached to existing actors and objects right, so, if taken literally it sounds like a mechanish for attaching animations to actors and objects.
Where's the barrier?
Anim Events are defined in the Behavior Graph NOT in the CK and without that Action(CK/Game Event) to Anim Event(Behavior Event) Mapping you do not have a link from the CK/Game to the Behavior animation.hkx sitting in the Animations folder, thus you have nothing usable.
The easiest method available right now is to just Copy/Paste the entire Character Actor and define a new Race with the Copy -> then you can pick and choose which Idles to replace without replacing a vanilla anim, this way you can have unique actors with unique Idles it just requires a lot more work then the previous games.
Downside to this is you can not call ANY idles from a secondary actor onto a primary actor so all of the replaced idles on Character2 will NOT play on Character1.
But the Upside is !!!
Currently I am using the SetRace Command along with multiple Custom Races to animate into the game 1 Handed Spears, 2 Handed Halberd/Poleaxes, Throwing Potions(Explosives, Poisons, etc...), Throwing Weapons(Axe, Daggers) and XBows.