Very straight forward blueprint and C++ use of attack montages, I also included a check to see if the character state was unequipped, which looks like it will be the next lesson. (I tend to get ahead of myself)
void AEchoCharacter::EchoAttack()
{
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && AttackMontage && CurrentEquipState != ECharacterEquipState::ECS_UnEquipped)
{
AnimInstance->Montage_Play(AttackMontage);
int32 selection = FMath::RandRange(0, 1);
switch (selection)
{
case 0:
AnimInstance->Montage_JumpToSection("Attack1", AttackMontage);
break;
case 1:
AnimInstance->Montage_JumpToSection("Attack2", AttackMontage);
break;
}

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