# Disable double jump

**URL:** <https://forums.unrealengine.com/t/disable-double-jump/1760985>\
**Category:** Getting Started & Setup\
**Tags:** unreal-engine, nodes, question, Blueprint\
**Created:** [March 18, 2024, 8:11pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985 "2024-03-18T20:11:22Z")\
**Posts on this page:** 10\
**Page:** 1

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**Author:** ![Nordsagn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nordsagn/32/896596_2.png) [@Nordsagn](https://forums.unrealengine.com/u/Nordsagn)\
**Post date:** [March 18, 2024, 8:11pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/1 "2024-03-18T20:11:22Z")

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Hi you passionate bunch of people!

I am still fairly new to Unreal Engine and have run into an issue following this guide ([https://www.youtube.com/watch?v=V0f6DwB78l8](https://www.youtube.com/watch?v=V0f6DwB78l8)) to set up a simple sphere control. With the jump function I run into the issue of being able to press space continously and then “fly” with the sphere.

Someone in the comments of the video suggested adding a Do Once node before the Impulse, which I did … just to have my sphere jump once now and then disable the possibilty of jumping.

 ![Screenshot 2024-03-18 210436](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/3/1/f31c67fe1eaaa0541a4ea7bd6c492eca24f4a773.png)

Where have I effed up my blueprint? And is there a way to reset this when the character has landed on the ground again?

Thanks a lot!

Best regards  
Christian

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [March 18, 2024, 10:54pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/2 "2024-03-18T22:54:03Z")

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> [@Nordsagn](#):
>
> Where have I effed up my blueprint?

`Triggered` fires every frame. Use `Started` if you want a single action. You may need more force, though. Or tick Vel Change on the Add Impulse node.

> And is there a way to reset this when the character has landed on the ground again?

You may still want this; there is, indeed `OnLanded` event that could reset the `DoOnce`.

* * *

> And is there a way to reset this when the character has landed on the ground again?

Btw, the character class already has `Jump` functionality. Are you actually using a character class, though? We see you attempt to bounce a ball.

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**Author:** ![injust](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/injust/32/900176_2.png) [@injust](https://forums.unrealengine.com/u/injust)\
**Post date:** [March 19, 2024, 5:43pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/3 "2024-03-19T17:43:15Z")

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One simple way is to check for detection is to detect based on event hit and “storing” a jump. When the player hits the ground it is activated back to true.

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/9/4/09427d5ad4deeee1ae17cea68d7acbe4e0141507.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/f/a/4fa97ec47b0266c86ac1a310b4fdc32b69b04401.png)

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<div class="post-metadata">

**Author:** ![Nordsagn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nordsagn/32/896596_2.png) [@Nordsagn](https://forums.unrealengine.com/u/Nordsagn)\
**Post date:** [March 20, 2024, 5:37pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/4 "2024-03-20T17:37:21Z")

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> `Triggered` fires every frame. Use `Started` if you want a single action. You may need more force, though. Or tick Vel Change on the Add Impulse node.

This didn’t help unfortunately.

> You may still want this; there is, indeed `OnLanded` event that could reset the `DoOnce` .

I am not getting any OnLanded events when looking through the nodes.

> Btw, the character class already has `Jump` functionality. Are you actually using a character class, though? We see you attempt to bounce a ball.

Yes, I am farily sure I am using a character class. I followed the video I linked to.

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<div class="post-metadata">

**Author:** ![Nordsagn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nordsagn/32/896596_2.png) [@Nordsagn](https://forums.unrealengine.com/u/Nordsagn)\
**Post date:** [March 20, 2024, 5:47pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/5 "2024-03-20T17:47:45Z")

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It’s probably just me being too new at this, but I can’t get this to work either.

I don’t know where the Jump Detection is set up.

I can do Event Hit, Branch an in my Target pin on the Add Impulse node it is already connected, so I am unsure where Sphere Collision differs from just the Ball.

I might have to find a completely new tutorial instead 😃

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<div class="post-metadata">

**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [March 20, 2024, 6:11pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/6 "2024-03-20T18:11:48Z")

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> [@Nordsagn](#):
>
> Yes, I am farily sure I am using a character class.

What does it say in the upper right corner, parent class? Besides that, a character class is not a great choice if you want a jumping ball that you propel with physical impulses.

Consider explaining what the end goal is.

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<div class="post-metadata">

**Author:** ![injust](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/injust/32/900176_2.png) [@injust](https://forums.unrealengine.com/u/injust)\
**Post date:** [March 20, 2024, 10:01pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/7 "2024-03-20T22:01:03Z")

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Jump detection is just a boolean.

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<div class="post-metadata">

**Author:** ![SupremeLeader006](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/supremeleader006/32/912867_2.png) [@SupremeLeader006](https://forums.unrealengine.com/u/SupremeLeader006)\
**Post date:** [March 20, 2024, 10:09pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/8 "2024-03-20T22:09:52Z")

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Using the “Started” execution pin should do the trick. It would only fire it once when the input is received. Though you might want to change the way how the jump is handled. If you’re using a character blueprint you should have a simple jump functionality built into it.

Giving it an impulse seems quite uncontrollable for a character. You should get a close result with the jump functionality.

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<div class="post-metadata">

**Author:** ![Nordsagn](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nordsagn/32/896596_2.png) [@Nordsagn](https://forums.unrealengine.com/u/Nordsagn)\
**Post date:** [March 26, 2024, 6:39pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/9 "2024-03-26T18:39:31Z")

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Think most of the issue here was the guy who made the video Frankensteined the solution. Went back and just started from a blank project and it worked without any issues.

Thank you!

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [April 25, 2024, 6:40pm UTC](https://forums.unrealengine.com/t/disable-double-jump/1760985/10 "2024-04-25T18:40:01Z")

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