Motion Warping is the Unreal Engine 5 plugin that bends the root motion of an animation so it ends where you need it to end. The animation is authored once, and at runtime the character adjusts the distance and the rotation to reach the target you gave it. This is how an attack magnet works in a game like Kingdom Hearts, and how a vault lands on the ledge instead of next to it.
It works in two halves that have to agree with each other. In Blueprint or C++ you set a named warp target on the Motion Warping component, either from a location or from a component, and with Follow Component the target keeps updating while it moves. On the montage you add a Motion Warping Anim Notify State over the window you want warped, set it to Skew Warp, and give it the same target name. If the two names do not match, nothing happens and nothing complains.
The gotcha that costs the most time is the other one: warping modifies root motion, so the animation has to actually have root motion during the notify window. No root motion in that window means no warping, and again the system says nothing about it. Most of the "it does not work" cases are this.
The full walkthrough is in How to Use Motion Warping in Unreal Engine 5, built as an attack magnet: a multi sphere trace for nearby pawns, the closest one becomes the warp target, then the attack montage warps toward it. Blueprint only, and it ends with the list of reasons it usually fails the first time. Epic's own page is Motion Warping in Unreal Engine. Motion Warping is also one of the pieces of combat design: it is how an attack ends up landing where the player expected it to land.