Dodge/Roll system with precise analog input

Hello.

I am trying to make Roll/Dodge system, simlar to Dark Souls 3 in a way that;

In Primary movement mode when my character always faces forward direction of dodge is determined by direction of input. Right now I have 8-directional dodge, with 8 different animations with root motion. However, i would like it to be more precise, on gamepads analog stick i have a lot more precission, that isn’t recognized.

How do i do that? Should i do BlendSpace with thoose animations disabling root motion, then start this blendspace by anim blueprint? And how i determine which direction i determine by movement input?

also i would like this to work even if my characters isn’t moving; lets say it’s in sword strike animation. and close to ending it i pressing dir+dodge button. Although my character is not moving at the moment, input for direction is still pressed, and i would like to use it