Some of the new utilities don’t have many resources to learn from due to their newness or difficulty to implement for indies (Gameplay ability system and things of that nature), however I can grab you a couple of resources you may be able to put together, and with a little knowledge from looking through the sample project that shows off some of the new animation tech you may be able to put together a good system.
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So if you’re really wanting to work with motion warping, you’ll be using animations that are based in root motion. So first I’ll gather the documentation and some videos to get acquainted with handling root motion in UE as well as motion warping to make them conform to what you’re doing.
After reading through each of those, some video tutorials to get your feet wet.
Basic motion warping:
Series to use root motion to recreate assassins creed movement:
If you preferred a longer more drawn out take with more mechanics explanation I have a different series that covers much of the same.
This series is rather long, but the presenter does go very in depth with making the actual systems themselves, however they are not using root motion for most of this, so some of it will need to be translated, but once you get motion warping down, translating a root motion mantle/slide/wall run should be relatively straight forward. I’d skip through the portions of his movement series down to where you’re most comfortable. He has episodes on root motion dashing, wall running, mantling, sliding, climbing, etc.
Now, both of these sets of tutorial series kind of mix in and out of best practices, but they are some of the best resources on getting your own locomotion set up. Once you’ve done it once or twice, you’ll understand where you can improve and change things. Root motion follows a different paradigm than what most people are used, but it’s really rewarding when you accomplish fully realized locomotion.