You can also use enums for that. Have a bool for the Selecting state, and have a enum that is set to whatever weapon is being used, then you can use a blend pose node to select an animation to play depending on what weapon it is. I forget the exact name of the node, if you have the enum in your anim blueprint you should be able to find it. This way the state themselves are generic, and just selects an animation within it.
edit: It’s BlendPoses([Your Enum’s Name]). You’ll have to right click on the node after you’ve placed it to add pins for each element in the enum.