# How do I get a pawn to jump like a third person character?

**URL:** <https://forums.unrealengine.com/t/how-do-i-get-a-pawn-to-jump-like-a-third-person-character/432774>\
**Category:** Character & Animation\
**Tags:** jump, unreal-engine, pawn, question\
**Created:** [August 30, 2018, 8:28am UTC](https://forums.unrealengine.com/t/how-do-i-get-a-pawn-to-jump-like-a-third-person-character/432774 "2018-08-30T08:28:49Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![vanessayunling](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vanessayunling](https://forums.unrealengine.com/u/vanessayunling)\
**Post date:** [August 30, 2018, 8:28am UTC](https://forums.unrealengine.com/t/how-do-i-get-a-pawn-to-jump-like-a-third-person-character/432774/1 "2018-08-30T08:28:49Z")

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![252024-capture.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/3/7/73700a66fdc2e41573f8162d12ebdbd41af27bd4.png)

How do I get a pawn to jump in the same way that an animated third person character does? The jump function seems only applicable to ‘character’ and ‘pawn’. Any suggestions would be welcome - thanks!

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**Author:** ![JeDeergab](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JeDeergab](https://forums.unrealengine.com/u/JeDeergab)\
**Post date:** [July 6, 2020, 12:13pm UTC](https://forums.unrealengine.com/t/how-do-i-get-a-pawn-to-jump-like-a-third-person-character/432774/2 "2020-07-06T12:13:36Z")

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I know this is a two year long post with no answer I would like to submit my own take for this solution. You need to create an event dispatchers on a Character Component, all your basic movement inputs should be on Player Controller, and it should be controlling the pawn.

 ![306345-part-3.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/e/f/9ef1d9be872638d75b7bb1662673d0122f6e9bae.png)

Open Character Component

![306343-part-1.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/4/f/54f2e4402287b4f929f985b9002e23ab46e03785.png)

Attach it to something you would like to use

 ![306344-part-2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/1/7/8178c9a3fdb21b374a3f1637a14d201e1772fe31.png)

This is the final outcome from Player Controller

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**Author:** ![Pierrax](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pierrax/32/596699_2.png) [@Pierrax](https://forums.unrealengine.com/u/Pierrax)\
**Post date:** [August 27, 2021, 3:59pm UTC](https://forums.unrealengine.com/t/how-do-i-get-a-pawn-to-jump-like-a-third-person-character/432774/3 "2021-08-27T15:59:40Z")

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This doesn’t make ANY sense to me.

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**Author:** ![ugmoe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ugmoe](https://forums.unrealengine.com/u/ugmoe)\
**Post date:** [August 27, 2021, 5:58pm UTC](https://forums.unrealengine.com/t/how-do-i-get-a-pawn-to-jump-like-a-third-person-character/432774/4 "2021-08-27T17:58:36Z")

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the “Character” class is a child class of the “Pawn” class and it can jump because somebody at Epic made jumping physics for that specific class.

If you’re making a more generic “Pawn”, then you will have to program your own jumping physics. You can look up tutorials on how to create jumping physics then apply those concepts with blueprint using SetActorLocation and stuff like that.

Or, you could reparent your Pawn to the Character class:

 ![347463-capture.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/c/d/9cd5cb59b9d3a0027ea8a83a93705031c08be2fe.png)
