# \[Blueprint\] Wall Jump fail

**URL:** <https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 22, 2014, 4:59pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062 "2014-04-22T16:59:26Z")\
**Posts on this page:** 11\
**Page:** 2

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**Author:** ![Niion\_Gii](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Niion\_Gii](https://forums.unrealengine.com/u/Niion_Gii)\
**Post date:** [December 1, 2014, 6:43pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/21 "2014-12-01T18:43:22Z")

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I’m Running into an issue where it works one the server side, but the velocity doesn’t launch the character for the client side.

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**Author:** ![anonymous\_user\_adde55dd](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_adde55dd](https://forums.unrealengine.com/u/anonymous_user_adde55dd)\
**Post date:** [June 12, 2015, 5:48pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/22 "2015-06-12T17:48:09Z")

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Hey, well has anybody every figured it out .\_.? I followed the blueprint from the video, but as I am still brand new to the whole blueprint system I am not sure how to finish the Detect Wall function (or how to output the necessary info into the MacroJump). After messing around a little I got it to wall jump once, but only from the right side and once it does it it continues to wall jump even when I am not touching a wall…

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**Author:** ![anonymous\_user\_95199705](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_95199705](https://forums.unrealengine.com/u/anonymous_user_95199705)\
**Post date:** [June 13, 2015, 11:15pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/23 "2015-06-13T23:15:51Z")

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Hello, here is an updated version for UE **4.8**

**HOW TO USE**

1. Make a new **Third-Person** or **Paper2D SideScroller** project
2. Copy either _Paper2D\_WallJump\_Character.uasset_ or _ThirdPerson\_WallJump\_Character.uasset_ into your project’s \*\*content \*\*folder
3. Double-click on your **GameMode** file in the Content Browser and set the _Default Pawn Class_ to the new wall jump character

![xiXqXuA.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/0/9/0964f4c11ec4b2d6fc040b31688dc6980b12b57c.png)

And that’s it! you can now try it out in the editor.

When you open up the _event graph_ you will notice a new macro-node which you can change to your liking:

![Ro0j6xx.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/b/8b107dc9774e5e78d861ce30f850aabf3856414a.png)

![uDBcHiV.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/f/dff3343a872fab7f5895a0743ceb55ee18a05aef.png) You can change the **Max Wall Jumps** input to limit how many wall-jumps a character can do.  
 ![xiXqXuA.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/b/c/9bca85c7b0df762412020ed4eba0a7fad703c7c8.png) If you tick the **Unlimited Wall Jumps** box it will ignore the **Max Wall Jumps** value.  
 ![mRJxqTd.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/5/7/57f5a1afd082236770ee711404672315e55062a4.png) **Power** indicates how far the character jumps; default value is _1000_.  
 ![oe4lqyw.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/2/f222e7a21ce6aeeddeab20c592ce051ae8118c8e.png) Untick **Debug Information** if you do not wish the see debug information while playing.

**INTEGRATE INTO OTHER PROJECTS**

If you wish to use the blueprints with an existing character you’ll have to manually \*copy \*and \*paste \*the blueprints into your blueprint.  
Keep in mind that _at this time_ Unreal Engine does not make \*copy \*and _pasting_ particularly easy, as it does not copy all the necessary variables/functions - you will have to manually create them after you’ve pasted the blueprint code into your character blueprint.

**WHICH FILE TO USE**

For **3D** third-person / first-person / top-down use the blueprint inside of _ThirdPerson\_WallJump\_Character.uasset_ file  
For **2D** , whether it is Paper2D or SideScroller use the _Paper2D\_WallJump\_Character.uasset_ file

Happy wall jumping! 😃

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**Author:** ![Unregulated](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Unregulated](https://forums.unrealengine.com/u/Unregulated)\
**Post date:** [June 19, 2015, 1:15am UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/24 "2015-06-19T01:15:40Z")

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I set this up today and seems that the sphere trace in the detect wall (did i collide) is never getting a true value. Is that the bug with the trace or did i some how mess something else up. I debugged with print strings just to make sure I knew where it failed and it never gets a true in the collide.

Thoughts?

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**Author:** ![anonymous\_user\_95199705](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_95199705](https://forums.unrealengine.com/u/anonymous_user_95199705)\
**Post date:** [June 27, 2015, 11:16pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/25 "2015-06-27T23:16:09Z")

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> [@Unregulated;314342](#):
>
> I set this up today and seems that the sphere trace in the detect wall (did i collide) is never getting a true value. Is that the bug with the trace or did i some how mess something else up. I debugged with print strings just to make sure I knew where it failed and it never gets a true in the collide.
> 
> Thoughts?

If you are setting it up with a custom character (not the default one which comes with UE) then make sure that the trace has a larger radius than that of your character’s capsule collider.

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**Author:** ![anonymous\_user\_adde55dd](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_adde55dd](https://forums.unrealengine.com/u/anonymous_user_adde55dd)\
**Post date:** [July 6, 2015, 1:14pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/26 "2015-07-06T13:14:28Z")

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Thank you for the update real!!!  
I somehow got it to work but it didn’t fire 100%…  
One more question though… as i am still relatively new to ue4… how would you go about adding a wall stick/slide to the function?  
just run the detect wall and then modify the gravity? or is there some other way of doing that?

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**Author:** ![anon93866327](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon93866327](https://forums.unrealengine.com/u/anon93866327)\
**Post date:** [October 17, 2015, 5:35pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/27 "2015-10-17T17:35:43Z")

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Hello **real** I’ve added your double jump example below to my project and discovered a little problem. When interacting with collision volumes (even with step-on unchecked) the character is still able to stand on the collision volume. I tried several things and this seems to only happen when this BP is added to the jump mechanics in the event graph. Any ideas on how to solve this?

> [@real;21580](#):
>
> There are many ways to accomplish what you want,  
> First of all it’s important to note that the **Do N** starts to count at 1, so put your **Switch on Int** ’s starting index to 1,  
> Secondly, don’t run that **Do N** in a function, a function is basically an Execute-and-Forget; it won’t keep track of the counter for you.  
> Use a Macro instead if you want to tidy up the blueprint.
> 
> I made an example for you here, consisting of a **Character Blueprint** , a **Macro** , and a **Function**.
> 
> To begin with I designed the **Macro** to check for double jump with the ability to reset it’s own counter,  
> Make a new **Macro** and name it **MacroJump** :
> 
> [http://i.imgur.com/SHWxiYE.png](http://i.imgur.com/SHWxiYE.png)
> 
> Then I went on to add the **Detect Wall function** using a simple _Sphere Trace_,  
> Make a new **Function** and name it **DetectWall** :
> 
> [http://i.imgur.com/arRX28w.png](http://i.imgur.com/arRX28w.png)
> 
> Then I put it all together in the MyCharacter blueprint like so:
> 
> [http://i.imgur.com/sVtEVrt.png](http://i.imgur.com/sVtEVrt.png)
> 
> You should be able to double jump when you hit a wall now,  
> do study the blueprints and please ask me if there are parts of the blueprint you don’t quite understand!

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**Author:** ![leonz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@leonz](https://forums.unrealengine.com/u/leonz)\
**Post date:** [November 10, 2015, 7:40pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/28 "2015-11-10T19:40:56Z")

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this was great.for the game im making i need to add 2 thing.one is a animation when you hit grab the walk,and the other is slide down when on the wall.please if anybody can help im stuck

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**Author:** ![anonymous\_user\_73a0266e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_73a0266e](https://forums.unrealengine.com/u/anonymous_user_73a0266e)\
**Post date:** [February 5, 2016, 12:47pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/29 "2016-02-05T12:47:23Z")

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I followed the blueprint, but as I am still brand new to the whole blueprint system I am not sure how to finish the Detect Wall function after creating the blueprint system. What should I do?  
And if anyone could help, I would like to add 2 things in my game as well, a animation when you grab the wall and make the character grabbed at the wall. If anybody can help me, thanks.

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**Author:** ![Brains\_On\_Deck](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Brains\_On\_Deck](https://forums.unrealengine.com/u/Brains_On_Deck)\
**Post date:** [March 12, 2017, 5:21pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/30 "2017-03-12T17:21:19Z")

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I know this is an old thread, but i made some small changes to the latest blueprint. Now when you jump and there is a wall to your right, you reflect left and slightly up(if not falling). Also when facing a wall and jumping towards it, you reflect backwards and a bit up as you would in most games. It is not final and i would like to get some input as to how make it a bit better.

 ![Screenshot 2017-03-12 19.13.54.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/1/1/115c26b78ea89e4bb8a3d6da5da4864199ca835a.png) ![Screenshot 2017-03-12 19.14.18.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/2/a2fc8c0dd28069bb23057776b9aacca682e4cb2e.png)

I only changed the last bit of the Jump Macro and added “Hit Normal”-vector var to Detect Wall so i can get the wall normal and reflect the character off of that using the information provided in the Macro.

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**Author:** ![benmerrick3d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@benmerrick3d](https://forums.unrealengine.com/u/benmerrick3d)\
**Post date:** [April 4, 2018, 1:06pm UTC](https://forums.unrealengine.com/t/blueprint-wall-jump-fail/3062/31 "2018-04-04T13:06:16Z")

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Hey, is there any chance you would mind uploading your changes? The original one was for 4.8 so its a pain to upgrade to 4.17+. Thanks!

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