I understand, no worries at all that’s exactly what community forums are for and yes you’re seeing the correct behavior. Nothing is wrong with your setup , it’s just how Air Control works in Unreal.
Why it happens?
When Air Control is enabled, the CharacterMovementComponent continues to applymovement input acceleration while falling.
So if you’re still holding your sprint + forward input in the air, the movement component keeps accelerating you toward sprint speed again which increases jump distance. Simply disabling it solves the problem but we don’t want that entirely
If you don’t want this, in bluprints where you make MovementInput, simply create a branch with bool bIsFalling, and during the falling movement we want to neglect the forward value. (W Key or whatever Input Value)
InputAxis MoveForward()→ Branch (CharacterMovement → IsFalling)
// So even player presses input we ignore it and nothing is added to movement
True: (Input.X = 0 , Input .Y = Connected)
False: Use normal setup.
Something like this with your inputs, you just ignore Forward , lateral movement we keep.
