How to implement realistic acceleration, starts, stops, and pivot animations with inertia in UE5?

Hi everyone,

I’m currently working on my character locomotion system in UE5, and I’ve run into an issue where character movement feels very abrupt and rigid.

Right now, when pressing keys like W+D or D from Idle, the character snaps into running immediately without any acceleration or startup step (wind-up). Similarly, when running forward (W) and suddenly pressing S to stop/reverse, the character snaps directions instantly instead of showing momentum, leaning back to brake, planting feet, or pivoting realistically.

I would love to learn the best practices for handling this in UE5:

  1. Starts & Acceleration: How do I set up transition states (e.g., Starts / Wind-up steps) when initiating movement from different angles instead of instantly snapping into a run loop?
  2. Pivots & Sudden Direction Changes: What is the recommended way to detect when a player suddenly changes direction (e.g., forward to backward/side) and trigger a lean-back / plant-foot pivot animation based on velocity and acceleration yaw?
  3. Stops & Momentum: How should deceleration/stops be configured so the character slides slightly with inertia before returning to Idle?

Should I achieve this using a traditional 4-state system (Starts → Loops → Pivots → Stops) with blend angles, or is it better to leverage Distance Matching and Orientation/Stride Warping in UE5?

Any detailed guides, node setup examples, or recommended workflows would be greatly appreciated!

Thanks in advance!