Hi BojukaBog,
Rather than make the run a separate system in your anim blueprint - it’s way easier just to make a “BlendSpace” that smoothly controls the animation between idle, walk and run depending on speed with no other logic needed.
The speed can be calculated in your anim blueprint from GetPlayerPawn->GetVelocity->VectorLength - if that’s 0.0 you’re idle, if it’s around 300.0 you’re walking and around 600.0-1000.0 you’re running.