There should be an example of a strafing 3rd person pawn in the Content Examples project too, which might help. If you search for the Animation Blueprint called “HeroTPP_AnimBP” and look in the event graph, you can see where it’s setting a direction variable for the Blendspace using the “Delta rotator” node. With that setup you shouldn’t need a strafe speed variable for the Blendspace, just one for overall speed and one for movement direction to blend between the different running animations.