Trying to Implement Strafe Movement And Directional Rolling But Nothing's Working Right

I’ve been trying to get my character to dodge in specific direction using a blendspace, and switch to my directional strafe blendspace when locked on to an enemy, but it doesn’t want to use the right direction at all every time, and I’m not sure what I’m doing wrong. Any help is appreciated, but again, sooner than later would be better!
**
My Animation Blueprint Setting Up The Direction and Speed:**

My Rolling Blendspace:

My Strafe Blendspce:

You need to transform the velocity vector by the inverse of the of the actors transform, before calculating the direction

Like this?

Because I still seem to have the same issue I did before, as shown in the video. It doesn’t seem to be getting the direction right, or the rolling for that matter

You should separate the forward and sideways velocity instead of just using the velocity magnitude like that and you can use GetActorRotation and InvertRotator as I believe that should be faster (well it would be if they are using quaternion math). I’m just getting back to Unreal and am looking into their blueprint functionality, though I’ve learned that I will have to do all blueprint math like this in code for performance though for prototyping it is great.