🐇First Step
we need to create new data assets where are stored locomotion anim sets:


Typically, I create separate PDA data for each of the following states:
Naturally, you should only create PDA data for the abilities your character possesses, such as swimming, flying, Riding in/on pawn etc.
You should apply the Locomotion stance tag to each new element. After applying the correct tag, select the locomotion anim set that corresponds with the tag.
We place Pda data object references in Animation Blueprints according to the skeleton. If you haven't set up an Animation Blueprint, you might find this guide useful:
For each keleton type you can create your own chooser, that will select Animation Set data asset, based on tags, Movment Mode or your custom condition, there are plenty of tutorials on internet on how to use choosers, you can follow along the one I’ve setted up for the ue5 human
🐇Second Step Create Data Anim Set
in 5.5 is renamed to LocomotionAnimSet