Currently, animations only have support for additional morph/material tracks.
However, for more complex movement (sliding, vaulting, climbing, etc), it would be a great help if we could control/suggest things like CapsuleComponent halfheight/radius/ground offset and MeshComponent relative offsets from within Persona, directly linked to the animation itself and handled by the engine.
Usecase sample (the blue debug capsules):
I drive the above with separate timelines and a couple of functions that get called in code on the relevant animation’s start, but the curves are incredibly broad strokes that don’t really match the actual character height while going into/coming out of the slide. Having to have 3 extra timelines (capsule halfheight, capsule radius and relative offset - since the basic animation is “grounded” & “sinks” through the floor when the capsule shrinks) you can’t really see the immediate effect/match percentage of isn’t very practical, either.