Overview
Full Templates are introduced after 1.5.0 version of this asset. These templates will serve as a main and centralized control menu, that let users define not only the animations that your agent shall play in its desired locomotion, but also lets you define its behavior and movement settings in the same place.
This way behavior can be syncronized with actual animation capacities, as an example, if the behavior lets you, say strafe, it will first ask the animation side if it actually can. This also allows for more customizable behavior settings, such as defining combat areas, strafing ranges, movement behavior chances and cooldowns, and more, depending on the Full Templated used.

To use a Full Template you will need to create a child Anim Blueprint from the AFT (AnimFullTemplate) you want to base on, using your agent’s specific skeleton. After you create it you can start to customize it as much as the template chosen lets you.

Assigning and Customization
When you are finished with the customization, its time to assign it to your agent. You can do so the same way you do with any Anim Blueprint, by assigning it in the main skeletal mesh of your agent.
Full Templates don’t support layer per bone customization due to UE limitation, to bypass this limitation, you can create an empty ABP using your agent’s skeleton, and add the previously created Anim BP in the following way.

Customization depends on the choosen Animation Full Template, each template may have more or different customization settings. On the same note, different templates may have different animation states that your character can enter in, a dragon template will have space for assigning flying animations while ogre template will let you only assign ground based animation for its possible locomotion states.
Behavior Customization: each FullTemplate will have a predefined set of root behaviors and sub behaviors. These can be changed, but you need to understand first if the chosen behaviors are compatible.
Root Behaviors will use the sub behaviors assigned by label, this means that the labels must be correctly named, this is already taken care by the template, in case you lose this default configuration you can simply reset to default, this will recreate the labelling that can be used by the root behaviors in the chosen template.

Aside labelling matching, the sub behaviors assigned are not filtered due to the nature of BTs themselves, this means you can set any BT, as you imagine, this will cause unimaginable issues depending on the BT you assign.
As a rule of thumb you should assign BTs based on its name, BTs that have “Movement” in its name can be added as a sub behavior on the movement brain (root behavior).