Now, you have created the most complex and funny part of this game and game development in general.
You have got an idea about how huge AI systems are built and how inheritance usually goes for the different AI classes. Even if your AI is going to be simple enough, it is good to understand how huge projects handle it.
The AI system within Unreal Engine has several different assets, all of them have to be used in order to create a complete AI system; you can ignore some, but using them will empower your work. Blackboards are essential to save data for the AI, while services and tasks work as procedures for the AI, but each does that in a different manner. All of the previous asset types have to be handled within the amazing BT editor, within a BT asset, and you have learned how to do that. Not only what the BT is and how to use it and its editor, but also you've learned how to use the most interesting parts of it, such as decorators and composites; you now have mastered them.
The animation...