Root Motion animations: how to change direction of travel? UE 5.1

Hi, folks!
Sorry to bother the forum with this but extensive searching doesn’t seem to be turning up the information I’m looking for, even though I’m sure I’m missing something fairly obvious. UE 5.1 here.

I have applied a Root Motion walking loop animation from the MCO_Mocap_Basics package to a Metahuman character after retargeting it (seemingly) successfully.
With that, I can get the Metahuman to walk in a straight line indefinitely via looping the animation by adding further segments to the Sequencer timeline and connecting them via “Match with [root] bone in previous clip” (stretching the animation simply returns the Metahuman to the origin point periodically).

What I’d like to do is have the Metahuman follow a hallway and turn corners while running this Root Motion walk animation. With a walk-in-place animation I can simply keyframe a transform in the desired direction of travel to make the Metahuman traverse the hallway, but with the Root Motion animation I can’t seem to figure out how to make any changes to it which don’t center around the origin widget. Any transform I apply moves the widget at the origin, causing the Metahuman to displace in increasingly wide arcs centered on the origin rather than simply changing the direction of travel for the animation.

Clearly I’m missing something, but what is it? How do I change the direction of travel for a Root Motion animation over time? Or, how do I keep the origin widget attached to the Metahuman rather than remaining at the start point?

Any help is appreciated!

Keith

What I have learned is that Root Motion animations aren’t exactly what you want when you’re creating a cinematic if the animation is meant to be looped, like a walk cycle. Root Motion animations should really only be used in cinematics if it’s an action which happens one time, like vaulting an obstacle or climbing a ladder or sitting in a chair.