When i run or walk, i want to continue do that animation when i come in contact with a wall instead of doing a complete stop. How would i implement this into my project?
(Also i dont want to run/walk up the wall vertically, just keep doing the blendspace animations in general)
That depends entirely on how the animation blueprint for your character is set up.
There are a couple of different starter projects, and some of them do it a little differently, but, in general – open up the skinned mesh component, and find its Animation Blueprint class. Then open up that class, and change how to decides which animation to play. This often means opening up some state machine and changing the state transition rules, but it could be as easy as changing some weight/blend factor value in the event graph.
For more about animation blueprints and state machines, check out this section of the docs: