If you want to be able to trigger your animation by pressing a key without affecting the whole locomotion system that you’ve set up, it’s better to use animation montages instead of state machines. You can create a montage by right clicking on your animation on the asset browser, navigating to the “Create” option on the menu that pops up, and selecting the “Create Animation Montage” button. Then, you can trigger it by using the “Play Montage” node and plugging it to the “Triggered” output execution pin of your input action. You can create an enhanced input action by right clicking on an open space in your content browser, navigate to the “Inputs” option and select the “Input Action” button. Also make sure to plug in a default slot into the main out pose in the anim graph of your animation blueprint for the anim montages to work. You can simply right click on an open space and type in “default” to access that. It should be a grey node. And the main out pose is the brown colored node that has the “Out Pose” text on it but it’s not just any out pose node, you should plug the default slot into the out pose in the main anim graph, not the ones in your locomotions or states. It’s the one that you can see when you click on the “Anim Graph” text on top of the screen, under the tabs section.
For the mechanics that you want to be included in the states in your locomotions, it’s even easier! You can just use an input action that’s set to function as a diverse key other than just a hold key. I think you did an extra step and selected your input action to be triggered by holding so you can go ahead and change that by expanding the triggers section in your input action settings