Reverse Root Motion

I saw the video on reverse root motion, where the capsule tells the animation which frame to play so there is no foot sliding etc. I have the root motion extractor plugin, but it’s very unclear to me how one would implement reverse root motion. The best I’ve got is a few vague notions that are not enough to even try to do something.

Hey, this topic has been discussed and worked on but there is sadly no public example, ideally you would generate a distance curve from the root motion and then parse that curve while measuring the distance from markers dropped in the world. The other method is to generate a curve for speed per frame and apply that to MaxSpeed in the Character Component that simulates root motion but is also not actual root movement.