Viable options/best workflows for SP game with multiple interaction modes?

How would one efficiently implement multiple interaction modes (that can be switched between) in a single-player game via Blueprints? Examples of “interaction modes” would be:

  1. Open-world exploration (WASD movement, etc.)
  2. Final Fantasy X-style combat (all participants fixed in place, turn-based, combat-specific stats & win/lose conditions, etc.)
  3. Horse-racing minigame

One main difference between interaction modes would be that they each require different animation sets, behavior trees, HUD displays, etc. while all taking place within the same persistent map (i.e. no map loading).

Is this typically done with GameStates or something? As I understand it, GameModes aren’t ok for this since switching game modes requires loading a new map? Has anyone done something like this successfully?

Ok, thanks - wasn’t aware there was a Content example for something like that. I guess I’d just like to avoid huge spaghetti-like graphs in my character blueprints, but I suppose it’s unavoidable to some extent.