What dictates the animation sample character knowing where "up" is?

In other words how could I get the animation sample character to stand on the ceiling for example without it looking like the character wants to stick his head where the sun doesn’t shine.

I’m trying to get the animation sample and MGT gravity to play nicely which I know is gonna be hell since its merging two different templates in a sense together.

Regardless I still want to try so knowing at least whats telling the torso to flop over would be great/

Unless a solution already exists I’ll gladly take that too.

Its the offset root bone isnt it?

Disabling it through the “Game Animation Widget” allows the character to orientate itself correctly. But now how do I do this outside of the game animation widget?

Probably gonna come back with an answer to my own question but still asking anyways.

Edit: Its triggered through a command that disables the roffset root bone node, I don’t yet know how to do the same thing without the command.

Edit 2: I thought it could be done in the animation sequence editor but what can be toggled in there is the root motion itself not the offset of the root bone.