How to activate animation state from a task in behavior tree

I’m working on a modified version of the blueprints of the first person example project(from online unreal tutorials).
Here’s my behavior tree.

I’ve replaced the chasing player with a different model and it’s animations for which I created a animation blueprint and state machine.
I’m not sure what you mean by setup, but please let me know if you need any more info. I’m a beginner in unreal. :slight_smile: