There are still some issues:
You’ve fixed your bools in the anim-BP and connected some executing wire to it (good) but you still don’t change the variable in the character blueprint.
“Walk pressed” would always be “false”:
“Run pressed” would always be “false” as well:
I’m not sure why you use those “Walp pressed” bools anyway. Because you already get Speed from your character BP in your anim BP and try to use Blendspaces anyway. You could drive your blendspace with (only) that Speed value.
There is not enough info in your next screenshot. Please select your skeleton mesh. I could still not see if you choosed an anim BP for it:
Usually nobody assigns a key for “Idle”. If you don’t add any forward movement (by realeasing your walk key) your Speed gets 0 and your Blendspace player should blend back to the idle pose:
I’m not sure why you > use 100 as value for your transition rule. This could work (somehow) if you would switch from “walk” to “run”. But you are using it from idle to walk. And I’m not sure why you do this because you already have a Blendspace anyway.
You did not drag and drop a animation in your blend spaces. You don’t need 3 blendspaces for “idle” “walk” and "run. One blendspace is enough. But (important) a blendspace only makes sense if you would blend between (at least) two or more animations. Drag and drop the idle animation at the bottom. Drag and drop a further animation at the top (it seems you only have one anim for your mesh yet - as there is only one green icon). If you would just blend between idle (at 0 speed) and walk (at speed 100) drag and drop idle at the bottom and (currently not available) walk animation at the top. If you would blend between idle, walk and run then drag and drop idle at the bottom (speed 0), walk somewhere in the mid (speed 100) and run at the top (speed 600) - in the same - blendspace. Set your min-max values for Speed in the blendspace before you start drag and drop.
I’m not sure why you create a 1D blendspace (which is totally ok) for your first mesh and a 2D blendspace for your second mesh. If you create a 2D blendspace than you would need at least 3 animations (to drag and drop anims at all axis). For a 2D idle-walk blendspace you would usually add 9 animations (idle, walk_forward, walk_backwards, walk_left, walk_right, walk_45_left, walk_135_left, walk_45_right, walk_135_right)… or at least 5 if you don’t have those 45 and 135° anims. It does not look like you have those anims so I would recommend to stay with a 1D blendspace at first.
If your meshes are using the same skeleton then you could just share the same anim-blueprint afterwards (just don’t import the skeleton if you import your second mesh but choose the already imported skeleton from the first mesh at import). If they differ then you could create one anim-BP and when it’s done retarget it to your second skeleton mesh via UE4 retargetting. But just try to get one working at first. Most important next step for you would be to add a further animation. So you have idle and walk for the same skeleton mesh.