Sure. Using Animation Blueprints you can just set some variable on your player that gets checked each frame, and if true - pushes them to that animation state. Your level blueprint would then just turn that variable on/off, or whatever you wish. It all comes down to how you structure your animation state machine within the Animation Blueprint, but having game logic drive an animation state is a very easy and common thing to do.
Can I use level blueprints to force the player into a particular animation state? Like say I have a level trigger, and when the player touches it he is forced to enter a particular locomotion state.