Motion warping
Bends an animation's root motion in real time so a pre-recorded move lands on exactly the right spot in the world — a climb grabs the ledge, not the air beside it.
A captured animation moves the root bone along a fixed path; motion warping scales and rotates that path every frame so the end pose coincides with a target the game computes on the fly. Climbing, vaulting over obstacles and finisher attacks that must reach a specific enemy become believable without recording a variant per distance.
The technique was popularised by Ubisoft's movement systems and now ships as a ready component in Unreal Engine 5. It builds on root motion but adds a goal-driven correction on top of the recorded curve.