The Animation map provides several examples on how animation can be applied to an Actor through one-off or looping events, how to call an animation through a Blueprint, or define behavioral type sequences through Animation Blueprints.
This map also demonstrates how a Blendspace can be used to blend between movement directions and how a AimOffset can be used to have a Actor rotate smoothly between Pitch and Yaw values. Other aspects covered include setting up IK for both Hand IK and Foot IK, the impact Root Transformation has on character movement as well as a fully playable 3rd person character!
The PhysicalAnimation map has two sections in it which show how the Physics Blend Weight node can be used to apply physics to an animation at a specific location of a Skeletal Mesh Actor. This is useful if you are looking to blend between raw animation and physics or if you are looking to generate physics based hit reactions for Actors.