Why is Unreal Engine previewing the trajectory of different walk animations in the same direction?

Here is my Pose Search Database for motion matching for 8 different directions. I selected all the start-to-walk animations—which Unreal Engine draws the trajectories and directions correctly:

But when I select my walk animations, I see all of them overlap each other, which means there is something wrong:

The first question to ask is, “Are the walk animations really in different directions?”

To answer that, I have to first say that in my animation software I made one walk loop animation and copy-pasted the same animation and rotated the whole character toward the direction it has to move. And my character has root motion.

The next thing to check is if the root bone is really facing the direction it moves in all the other different walk animations. One way I can try to answer this is by opening the animations in a fixed view (front view) and seeing if they really move in different directions:

So, based on the images, you can see the walk animations are in different directions, and also the rotation and location of the root bone are different in each walk animation. So I’m assuming Unreal Engine is calculating the trajectories wrongly?

There is not much in the Pose Search Database to do, and I suspect this problem could be happening because my “Pose Search Schema” is configured incorrectly—I already checked if the animations are really facing different directions, which they do.