You can switch between animations by plugging in desired conditions into the transition which is in between your states. You can have whatever condition that triggers that drinking state of yours get casted to your animation blueprint by using “Cast To” node in the evet graph, so that you can access them from your anim graph.
I must add a note though, I think what you’re trying to do is switching between a normal walking animation to a walking while drinking animation. If that’s the case, I recommend you splitting the body into upper and a lower halves, keep the walking animation in the lower half and play the drinking animation in the upper. Hope this helps!