We've taken a pretty good look at Animation Blueprints and how to use them to make our character more dynamic. Through states and rules, we've seen how we can transition from different animation states to reflect the character's interaction with the world, and, by examining a state, we've seen how to further modify them to take other factors into account such as holding a weapon.
In the next chapter, we will look at the Blackboard system to start creating some AI that we can interact with.