ok two things, you are setting a is_jumping bool in the character bp, but I cant see any point that you change the “is_jumping” value in the animation bp - so that value wont change.
Secondly you have a branch to set a in air bool in your character_bp - again this needs to be set in the animation bp, and also you’ll need to execute the branch from somewhere, possibly a event tick since you probably want to check that every frame, as its set now it will never execute.
My suggestion is making a custom event in the animation bp that causes your character to play the jump animation, then fire that event from either the character bp or controller bp using a cast, (there are lots of tutorials on casting out there). You should also move the in_air check to the animation bp event graph.
// Basically the character bp, controller and animation bp doesn’t talk with each other automatically, you’ll need to cast or more functions to make that work.
gl