Advanced Locomotion System V3

I emailed support like suggested and the problem was fixed rather easily. Here is the text from the email I received in case anyone else has a similar issue:

Hey!

It was actually a really quick an easy fix, as I thought it would be. So the problem had to do with the Root Bone of your custom skeleton. It might not be oriented the correct way, but that’s ok! If you look in your characters animgraph, you will find a “RotateRootBone” node at the end before the “Final Animation Pose”. By default, the Root Offset Yaw float should be fed into the Yaw pin. Apparently, the Yaw of your root bone happens to behave like the Pitch (this might be the case if the character skeleton was created in Y-Up, instead of Z-Up) which is why the Root bone was being rotated weirdly. You can fix this issue easily by feeding the Root Offset Yaw pin into “Pitch” instead of “Yaw”.

Also, I noticed that the turning in place anims aren’t set up yet, but you can fix this by selecting them in the TurnInPlace macro inside the AnimBP event graph under Set Rotation.