Hey @ajgarces_1. In case you are using a state machine to update the animation playing for your character, then it can be as simple as adding a transition from every state of the first jump (you may have 1 or many states of animation for a jump) to a state where you start playing your second jump animation. Then, since you already have a second jump functionality implemented, you can set a boolean, such as bStartSecondJump, in your state machine to true and that should fire the transitions you just created.
I haven’t messed with 2D animations in Unreal, so I’m not sure what the differences are for the setup, this applies if you are using a state machine only.
Hope this helps