> For the complete documentation index, see [llms.txt](https://soulslike-framework.isik.vip/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://soulslike-framework.isik.vip/extending-functionality/using-motion-warping.md).

# Using Motion Warping

**Soulslike Framework** does not come with Motion Warping by default. However, it is very easy to enable it and get it going on your project.

Start by enabling the **Motion Warping** plugin:

<figure><img src="/files/LtFsMcO679ea2flVzQtq" alt=""><figcaption></figcaption></figure>

Head inside the **Soulslike Enemy (B\_Soulslike\_Enemy)** class and add a **Motion Warping** component:

<figure><img src="/files/0NnH1Dh1eFPURHzmRMTU" alt=""><figcaption></figcaption></figure>

Next, in the event graph, find the **Event PerformAbility** method. Adjust it like so:

<figure><img src="/files/rbSAfG1VDFIaPUYI4x4t" alt=""><figcaption></figcaption></figure>

That's basically it! Now the warp target will be updated/cleared when the **Enemy** is executing an attack. The final step is to use the plugin provided **MotionWarping Notify State** in the enemy's montages:

<figure><img src="/files/9iYmKjTeXJS1kNdaTrpg" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
For Motion Warping to work, your animation sequence must have **Root Motion enabled.**
{% endhint %}

You can follow the same logic and implement it for the player as well.

1. Add the Motion Warping component.
2. Adjust methods where an attack montage is being played so it updates/clears the warp target.
3. Use the Motion Warping notify.
