Movement logic. Anyone know the method used here?

I’m not sure how that could be done in UE4 ( haven’t gotten to animation portion of it), but that pretty much looks like run of the mill root motion with tweaks to me.

//running
When character is running in some direction, it could be root-motion controlled, though that is not necessary.
If it is root motion controller, then when player changes direction of movement, in addition to root motion character there’s extra non-root-motion rotation applied to the character. Rotation speed is high enough to turn him 180 degrees in 0.25 seconds.

//sliding
The trick with sliding animation in the first game is that they don’t wait for it to end. You start spamming animation, they just transition to (or blend into) the next animation clip even if character is in the middle of the move. In your game animation plays till it reaches the end of the clip.

You actually won’t be able to replicate that effect in your game, because your character rolls, and their character slides. Their character’s “sliding” stance is highly similar to running stance, jumping stance, so you can quickly blend between each of those and it will be pretty much seamless.

However if you start belnding into jumping stance in the middle of your rolling animation, that will be immediately noticeable, because stances are too different and in the middle of the roll character will be pretty much upside down. So during transition animation system would twist your character in very unnatural way, and players will see that.