How ChaosMover Support PlayMontage?

I Test ChaosMover Pawn to use PlayMontage(MoverActor). there is no effect on AnimRootMotion.

I modified the code myself. If there is a more correct way, please help me.

bool FLayeredMove_AnimRootMotion::GenerateMove(const FMoverTickStartData& SimState, const FMoverTimeStep& TimeStep, const UMoverComponent* MoverComp, UMoverBlackboard* SimBlackboard, FProposedMove& OutProposedMove)
{
    //...
	OutProposedMove = FProposedMove();
	OutProposedMove.MixMode = MixMode;
	
	/** begin of Code Modify @TangRongQi */
	OutProposedMove.bHasDirIntent = true;
	/** end of Code Modify @TangRongQi */
	
	// Convert the transform into linear and angular velocities
	OutProposedMove.LinearVelocity    = WorldSpaceRootMotion.GetTranslation() / DeltaSeconds;
	OutProposedMove.AngularVelocity   = WorldSpaceRootMotion.GetRotation().Rotator() * (1.f / DeltaSeconds);

#if !UE_BUILD_SHIPPING
	UE_CLOG(CVarLogAnimRootMotionSteps->GetBool(), LogMover, Log, TEXT("AnimRootMotion. SimF %i (dt %.3f) Range [%.3f, %.3f] => LocalT: %s (WST: %s)  Vel: %.3f"),
	        TimeStep.ServerFrame, DeltaSeconds, ExtractionStartPosition, ExtractionEndPosition, 
	        *LocalRootMotion.GetTranslation().ToString(), *WorldSpaceRootMotion.GetTranslation().ToString(), OutProposedMove.LinearVelocity.Length());
#endif // !UE_BUILD_SHIPPING

	return true;
}

/** begin of Code Modify @TangRongQi */
bool FLayeredMove_AnimRootMotion::GenerateMove_Async(const FMoverTickStartData& StartState, const FMoverTimeStep& TimeStep,
	UMoverBlackboard* SimBlackboard, FProposedMove& OutProposedMove)
{
	if (StartState.MoverComp.IsValid())
	{
		return GenerateMove(StartState, TimeStep, StartState.MoverComp.Get(), SimBlackboard, OutProposedMove);
	}
	return false;
}
/** end of Code Modify @TangRongQi */