Ok 2 things, no using speed won’t impact performance and there definitely are different ways to skin a cat so to speak, but why do something that could potentially need to be re-done later when you can just do it once and forget about it? (images below)
Thing 2, The side scroller starter is a true and complete mess. that’s probably why you are having issues. I literally just looked into it and really, it’s not you, it’s how they went about implementing the base movement. I would dump the whole sheet and create the characterBP if you haven’t already done so.
For fixing the jump land thing it’s pretty simple actually, add an anim notify to the jump land and force your character out of the loop by changing the appropriate bool.
Here’s how I have it done (not for a sidescroller but should adapt fine).
First, the jump you need:
I’m using a notify to also start the jump, because the animation would other-way just start playing after you are already in the air.
is the animation state, because it kinda matters.
The notify is here for me, but that’s kinda unimportant if you keep your current code sequence / if you don’t need to delay the jump to match the anim.
Since I was in there i grabbed another couple of somewhat related screenshots i’ll share just so you have ideas.
Jump speed shift:
Character Movement - I should probably try and hook up in side scroller too… mostly because you can’t get a decent range of motion for turning left to right / right to left with the set up of y -1 x axis they have…
Last thing probably worth noting, is the character movement stuff within the character animation print. the way the sidescroller has it is kinda minimal, but in the end it’s all very similar regardless of the casting as well. except for the movement direction i guess since there is none in sidescroller.
Best of luck 