Dynamically Scaling RootMotion?

Well, I need to dynamically scale movement from RootMotion in real time. (For instance, when a character is inflicted with a slowed status.) Is there any possible way to do this without rewriting the unreal engine?

Best.

ps. I found this UMovementComponent::GetMaxSpeedModifier(), but it seems to always return 1 with no option to replace the number.

(Have no clue if it does affect the root motion’s movement or not either.)

edit guess not (UCharacterMovementComponent::CalcVelocity | Unreal Engine Documentation)