Question about adding a turning left task in Behavior Tree

I think you need to look into how turn in place works a little more.

Usually you have 1 animation for the turn that does not turn. The animation blueprint takes care of rotating the root bone based on a curve value that is part of the animation itself.
Yes you could use root motion. But usual setups work on characters that can actually network, so they don’t really show you the root motion way.

Either way, the animation feeds a value to the rotate root bone node, over time.
but the triggertring of the animation is always based on what has already occurred.

In a standard setup you have the rotation of the previous frame, and the current rotation. Thus you can calculate the degree of turn that has occured in the last frame and fire off the appropriate animation.

Ergo, if you suddenly twist the character capsuse by 90° in a direction, the animation plays and automatically adjusts the rotation of the mesh over time as defined by the animation.

Which in turn (im funny afun’t I) also works fine with any AI or code that bumps the rotation of the mesh from where it used to be to any value at all.

Look into the Paragon turn in place tutorials to implement it right.