If you’ve got an ActiveWeapon variable in your pawn (or whatever you called it), you can get it in your anim blueprint by casting to it, and dragging off from the result, if you type in the name of your enum it will show up in the list, it’s a getter for that variable in your pawn. That’s what that node is in the first picture, it’s getting the enum from the pawn.
I’ve just got the reroute nodes to show you where you would put your animations, if you right click you can place animations and plug them in there, so a different one will play depending on what weapon you are using.
Obviously, you need to actually set ActiveWeapon as something in your pawn, so if you switch weapons, it sets the enum too.
regarding where the execution goes, that will depend on what you have in your blueprint right now, I’m just showing you an example for how to use an enum to do what you described in your question. It should fit into your anim blueprint easily.