Howie,
To build off of what had mentioned, there were some subtleties with the way we count jumping. The engine doesn’t have a “Falling from jump” or even “Jumping” state. Immediately as soon as we start jumping, the character is immediately “falling”.
There were a few weird edge cases with CanJump that have been taken care of in 4.14, but this behavior is still the same.
Thanks,
Jon N.