In my project, I used Orientation Warping to achieve a 45-degree angled movement effect for my character. I used the free Paragon Dragon character from the fab marketplace. I redirected Lyra’s movements, but it now seems to be ineffective. My animations have been checked for root movement and forced root movement, and the values for Locomotion angle and Locomotion Direction calculated in previous computations were also correct. The bones and Lyra differ, so I wonder if this could be the reason.
I would be extremely grateful for your assistance. Your response means a lot to me, and I really want to get a job.
Could definitely be a skeleton/pose setup issue. Orientation Warping depends on the correct locomotion bones and root motion data, so if the Dragon’s skeleton differs from Lyra’s, the node may not behave as expected. I’d compare the bone mapping and inspect the AnimBP pose before and after the warping node.
Thank you very much for your response! It was extremely helpful,I was able to resolve the issue quite easily. Thank you very much!
I’ve resolved the issue! Since I had exported the character into Maya, performed some model processing, and then imported it into UE, there might have been some problems with the namespace, resulting in the root bone not being the root. I performed some additional processing within UE, and the issue was resolved.

