I am completely new to programming in any form, but i am quite stubborn when i am invested, and want to learn. Atm my goal is to make my character in the 3d first person starting content thing continue to jump for as long as i hold down space - right now my character just jumps once, and when i continue to hold space, he does not contiue to jump when on the ground again. I was thinking of maybe using a boolean variable gate that connects to the jump “node” (or whatever they are called). And i hope i am doing this forums thing correctly…
Right now, my event graph is showing this: An inputAction that has the spacebar as an input, where the pressed and release nodes are connected to a pair of Set Boolean blueprints, where pressed is positive obviously. To the right of that i have a “jump” blueprint. After about an hour of research which led nowhere - because i asked an AI who sent me learning a bunch of things i did not need to learn - i decided that maybe i should ask a forum. Thanks for reading!
The jumping behavior of a standard character, is implemented in the character movement component.
The input action decoding for spacebar belongs to the input action.
I think that the problem you’re having is that the “jump” input action is mapped as a trigger (one time) instead of ongoing. If that’s the problem, just update the action kind and call jump on the character controller each frame the key is down.
If that’s not the problem, then there might be some code inside the character controller that doesn’t allow more jumping after the first, and if so, you have to update your “space bar is down” input action handler to check whether the character is jumping, and only call “jump” if it’s not already jumping but the space bar is still down.
Thanks for the answer. Atm i have absolutely no idea how to do any of this (which blueprints to use, etc), but you’ve given me some new ideas. Thanks again!
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