How to add a falling animation?

I’m pretty sure that for the most part is how my animation blueprint is already setup:

Idle/Walk/Run > Jump Start rule transition:

Idle/Walk/Run > Falling:

*Jump Start > Jump Loop:

Fall Start > Fall Loop:*

Jump Loop > Jump to Falling:

Jump to Falling > Fall Loop:

Fall Loop > Landing:

Landing > Idle/Walk/Run:

The only differences I could see were the part about priority, which I assume is :


I tried changing the priority like you suggested but it doesn’t make any difference at all.

The only other difference I noticed is with the Jump Loop > Jump to Falling transition rule. In your setup you have transition rule as Time Remaining < 0.1, whereas in mine the transition is Movement Component > Movement Mode > Is Equal to Falling. The reason I have it setup like is so that Jump Loop animation would transition into the Jumping to Falling animation when the character’s Z Velocity began to decrease downward. I’m pretty sure it doesn’t work because the condition calls for the character to be mid-air while the condition for jumping to begin with already calls for the character to be in mid-air. However, issue is not what is causing the main problem as I tried changing the rule transition to Time Remaining < 0.5 like you suggested and nothing changed.

Actually it is a looping animation, as the character is supposed to remain in a continuously looping animation while ascending upwards before transitioning to the falling looping animation when they begin to move downwards. is done in order to accommodate things that would also launch the character into the air besides jumping such as bouncing on a jump pad which would result in the character being suspended in mid-air for a longer period of time than their regular jump.

As for the main problem, as far as I can tell, the problem seems to be the jumping and falling animations both have Falling conditions but since the jumping animation also a secondary condition to be met, the falling animation ends up completely overriding the jumping animation. I feel like in order to make it work I need to somehow separate the falling condition into two seperate conditions: a upward movement condition for jumping and a downward movement condition for falling. I tried setting up a similar transition rule as the Idle/Walk/Run > Jump Start one with the Idle/Walk/Run > Fall Start transition rule. The only difference being the Lesser than 0.0 Velocity Z condition rather the Greater than 0.0 Velocity Z condition of the Idle/Walk/Run > Jump Start transition rule.


It didn’t work but I didn’t really expect it to, I just didn’t know else to try.