Coyote Time not Working

Hello,

I’m currently making a coyote time system for my 3D platformer. For some reason, my character will not jump in the coyote time window, even though my code should theoretically work.

I’ve confirmed that the code is indeed being ran through (through the use of printstrings and debug mode) but for some reason I cannot jump in mid-air. Jumping normally (from the ground) works fine.

Here are some blueprint screenshots. (“AllowJump“ is a bool variable that defaults to True.)

1st pic is overriding the default CanJump.

2nd pic is the coyote time functionality. I don’t understand why it’s not working.

3rd pic is my jump functionality. Not sure if this is affecting my coyote time code in any way, but I thought it’d be worth sharing.

1 Like

If you want to double-jump, there’s a parameter in the character, but strangely, it’s in the class defaults section

1 Like

Here’s a simpler way to create coyote time

  1. Create 2 variables : bIsInCoyoteTime (bool), CoyoteTimeLength (float)

  2. Override CanJump like so:

    You can right click the CanJump Input node and select Add Call to Parent Function to create the Parent: CanJump node.

  3. Override OnWalkingOffLedge like so:

I appreciate the help, but even when I use this method my character still refuses to jump in mid-air. I feel that there may be something I am missing that is preventing my character from jumping in midair.