I am trying to disable the ability to jump in the Game Animation Sample Plugin. However, I want to keep the ability to vault and mantle the traversal meshes. (Similar to God of War)
I think I understand your problem. You want to have a ground feel like in God of War so you can’t just jump anywhere but only on objects to traverse.
As the GASP (Game Animation Sample Project) uses mostly Motion Matching and Choice Nodes in the Anim Blueprint, I’d like to ask a few questions first to figure out what would be the best solution for you:
Input Setup
Are you hoping to completely unbind or disable the regular Jump input action or do you want the standard input key (like Spacebar) to only trigger traversal/vaulting when you’re near an obstacle?
Current Approach
Have you tried bypassing the Jump ability node directly inside the Character Blueprint/Gameplay Ability System setup or are you looking to filter it out inside the Traversal Anim Chooser tables?
If you just want to prevent normal jumping but keep vaulting intact, I think you could probably do that simply by unlinking the Jump input action from calling the Jump function on your Character Movement Component or modifying the condition check inside of the Traversal Action ability so it triggers based on a context rather than a previous jump state
Let me know how you’ve got your inputs mapped so far and I can see what can do for your specific project!
In the Game Animation Sample the jump key is not “play the jump.” On press it tries a traversal first (the chooser that picks vault, mantle, or hop), and only if that returns nothing does it call Jump() on the movement component. Vaulting keeps working as long as that first call stays. The normal jump goes away when the fallback does not run.
Do not remove the Jump input action. Traversal is listening to that same press. Clear the input and vault stops too.
Do stop the fallback. In the character function bound to that input (next to Try Traversal / the traversal ability), gate or remove the Jump() call that runs when traversal fails. Leave the vault and mantle rows in the chooser alone.
If a normal jump still fires, the movement component is jumping on its own. Set Jump Max Count to 0, or turn Can Jump off. Traversal montages do not use Jump Max Count, so vault still plays.
Only delete a chooser row if that row is an in-air hop you also do not want. Vault and mantle are separate rows. Removing the whole chooser removes vaulting.
Same button then vaults when the trace hits a traversal volume, and does nothing on flat ground. That is the God of War shape without touching the motion-matching database.