Inspired by Control, I felt that telekinesis as a core player ability was perfect for a combat-sandbox type game. It offers extensive freedom, enabling interaction with entities and the environment, causing destruction, and solving puzzles.
My prototype focused on replicating Control's "Pull" ability's feel. While the core logic was in Blueprints, I discussed with a programmer about implementing custom C++ nodes for optimization later on.
View Pullable Actor Component Blueprint ↗View PlayerController Blueprint (Telekinesis) ↗