Doubleclick on that white circle with the small black arrows inside and add a rule. The statemachine have to know when it should be allowed to take this path. This could be some variable like “IsJumping?” or some other condition like timeratio of a current playing animation.
I would recommend to create a third person template project and take a look into the animblueprint of the mannequin. He’s able to idle walk run and jump. Doubleclick on all that white circles in the anim blueprint of the mannequin and take a look into it.
If your character just slides over the ground then it means that your animblueprint does not have a clue when it should do something and when not. You have to use some variables to drive your anim. You already have some variables (as the screenshots shows) like “Speed”. Now just do something with it. For example you could add some rule in that little white circle in your statemachine like Speed > 0 then take the path to the walking state and create a further path backwards like speed == 0 then get back to idle. However usually if you blend between such states you could create a BlendSpace (outside of the animblueprint) and put your idle anim and your walk anim there. If you have just idle -> forwards you could create a Blendspace1D and prepare some variable input like “Speed”. You have to choose a min/max value for your speed input in the BlendSpace (when it should idle and when it should start walking). Afterwards open your AnimBlueprint and choose the Blendspace instead of a single animation in your statemachine and connect your speed variable to it. If you have more than forwards or backwards but even starfing left or right or sidesteps then you could create a Blendspace2D (like you would do if you create a combat animation where your character aims with a rifle and always is facing into the direction where he’s aiming).