Lots of very cool movement effects... I have found a wide variety of marketplace items that do different things such as Parkour, Vaulting, Climbing, Ladders etc... But this looks like you have a lot of that all wrapped up into 1 system... well done. I haven't used the animation tools much in UE5. It looks like you have quite a good grasp of them...
Thanks, I've always wanted to create the classic scene where a running character jumps off a roof, grabs a dangling ladder from a helicopter, which then resolves the forward momentum by dangling while the helicopter pulls away from the.. .;") Very Tom Cruise... I developed a way to process animations through Character Studio (3ds Max) to make them 'in place', while retaining a dummy object (empty actor), that mirrors the motion of the original root, which finally helped resolve the problem where root (non in place) animation will leave its pivot point back at the point of origin, (making rotating the character using translation (in sequencer especially) almost impossible), and on the other hand if you use In-Place animations you then have to gauge or guess how far they've traveled in any given animation (unless being used during gameplay!). A really cool side effect of this process, (that I realized almost as an afterthought), is the thousands of animations I've done over 30 years of my career and the tens of thousands of motion-capture files I've collected (in Character Studio .Bip format), I can finally convert to true ue4 or ue5 (male or female) mannequin animations! I have worked in Character Studio for 30 years it is amazing to have a direct connect with Unreal. If you use 3ds Max. I'd be happy to share the steps I took and what tools I used. I'm looking forward to using the same technique on custom performance animation in a production!