This are just some random examples of animation implementation on UE through blueprints and logic.
I picked some easy to understand examples since there are too many things to show through videos (Turn in place, random idles, spawn/death, hit reacts, effect through animation notifies, combo systems, jumps, falling idles...)
IK feet + Aim offset + Blend Space on a strafe locomotion
Root rotation driven by attack energy while maintaning the offset and direction
Jumping while attacking affected by landing animation (additive)
Modular Turn in place drived by camera rotation