Dodge animations not working correctly

If you go diagonally, I guess you’ll reach 0.5 forward and 0.5 right, so none of your conditions will be triggered.

There’s a node “get last input vector” that you get from player controller and you can use with “launch character” node. Doing that, you won’t need all those branches.

Get last input vector, get vector times float, set float as 100, and connect to launch character, assuming your animations are not root motion enabled. You’ll need a special code to trigger the proper dodge animation depending on the input vector direction.