Skeleton character with fun little scene, AI, bone props and fx.
Blueprints - Ai character uses navmesh but when heading to a new destination the path is curved manually and navmesh path finding is disabled. Walk and idle animations are chosen randomly and changed in game. Character stops idling randomly, seeks new destination randomly, dies by damage variable, flip-flops 2 Phats when dying, blends physics with animation.
Camera BP uses camera shake, attaches to variable actor, rails back and forth around chosen actor.
Bombs Bp shoots down bombs near camera BP (as seen in video & demo).