It’s actually easier to do a dodge THIS way than in a way where it only works in certain circumstances. You simply have the appropriate Input Action events set an appropriate flag in the AnimBP (e.g. bIsDodge)
Then, simply take every anim state from which the player CAN dodge and create a transition to the Dodged state.
What I do here is I use an “Entered State” event to send the data BACK to the Character BP to do things like launch the player, grant iframes, etc. This way, the State Machine controls all of the circumstances from which one CAN dodge (maybe while doing certain melee attacks or reloading or clinging from a ledge or whatever, the player cannot dodge; this will facilitate that kind of setup)