I am not exactly sure what you need, but if you mean that you want to play the “Parkour” animation, and then the character shoudl continue with the basic walk animation (from your main blendspace), then this could be done with a slot animation. This could be called via an Interface Event from your character. The character would then play that slot animation once, then continue with the main blendspace animation.
And in general, if you have an animation which is root motion, you can tick the “enable root motion” option inside the animation panel. However, this is not always yielding the proper results, depends on how you use animations and on the animation itself.
Basically, when you want to use an animation, you have the AnimGraph where you can setup different animation “States”, or you can add “slots” in the root AnimGraph and call animations for these slots.
Me personally I found using different states inside the Movement locomotion (where you place your movement blend (idle, walk, run), a state for jumping, can be also made of good use for things like swimming animation, death pose, or tasks such as talking, sitting. So what I do is to use an “interface”, where I setup different functions which I call from the character, then set bools mainly, ie. “IsSwimming?”, or “IsTalkingStanding”, or “IsSitting”, and a Anim Sequence Base variable (for the animation I want to play), then depending on the event I add a node for said animations and the character will continue to play that animation as long as that bool is true, OR as mentioned above, when using a slot (instead of a locomotion State), plays the animation only once.
So it is not exactly clear to me how you want to use this parkour animation, but if for instance you have the character on that parkour, you want him to play that parkour animation as long he is on that parkour, then you probably want to use a state, triggered by a bool.
If you want I can upload some screenshots later, about to logoff for today…