How do I get AnimDynamic bones to react to the jumping and turning forces my character creates when moving with a controller during runtime?

I watched the Twitch stream and immediately started playing with AnimDynamics. Works great in the preview windows and in game, however it doesn’t react to the actions I perform while playing (like falling or turning) is this as intended or can I somehow pipe my character’s COG velocity into the anim blueprint to be evaluated in the AnimDynamics solution?

Also interested in this!