How to add jump animation to my character?

Hello, I am using the third person character blueprint and i have been able to add custom walk/run/idle animations but i cannot find any way to add the jump animation. I have looked at some videos and they all say to add jump state, which i have tried. But when i click space, the animation is very delayed and only sometimes plays. What can I do?

You can show all the related parts of your blueprints :slightly_smiling_face:

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This is the state machine:


This is the WalkRunIdle to Jump State rule

And this is the event graph

Could you provide these infos as well?

  • How do you trigger the jump in your character blueprint?
  • What are the transition consitions between your states?
  • Is your jumping just an animation or do you have an ascending logic in your character blueprint?

Also, I don’t recommend setting the transition condition to your jumping animation to the Is Falling node, as that would trigger it when the character falls off without jumping.

I am just using the default third person character blueprint so I’m guessing it is this?


For the consitions do you mean like when it is triggered? If thats so the Jump back to the IdleWalkRun is automatic
And my jump is just a single animation not multiple. I saw that most tutorials had multiple so does it have to be multiple?
Also if it is not falling what do i set it to?

Yes by transition conditions, I meant those circles with two way arrows icon on them in between your jumping and moving states. Is the transition from the moving one to jumping is set to that bool type variable of yours named “Is Jumping?” ?

You can bind that to a new bool type variable in your character blueprint, set it to true when the jump gets triggered and back to false when the character lands on the ground. You can detect the landing by using the “Event On Landed” node :blush:

Note that the third person template project might have some other stuff going on in the background that overrides your code. I’m not really familiar with the template project thus can’t really tell what that might be if that’s the case.

I’ll show you what it looks like too

Okay I will give it a try and let you know how it goes
And yes the transition condition is st to “Is Jumping”

I’m guessing this is what you are implying?


But then how do i trigger that bool in the Animation Blueprint? Since the one created in the BP is not in the ABP

By casting :blush:

You can use the Cast To node to cast to your character blueprint in your animation blueprint, and drag the variable out of it’s blue output pin (which should be named something like As Character_BP) and then set the bool type variable in your animation blueprint to it.

But this was not my attempt for a solution, it was just a recommendation to avoid your character playing the jumping animation when it falls off. Like I said, the issue you’re having might be due to another code in the template project overriding yours. I would love to investigate on what that might be if that’s the case, but I think it would be better if you created your game from a blank project in my opinion. When you create a new blank project, you can transfer your assets by migrating them. Right click on your animations and models, or just the whole folder they’re included in, navigate to the asset actions from the menu that pops up, click on the migrate option, and select their new home. Don’t do that for your blueprints though since they probably have dependencies which weren’t set up by you. But you can just copy paste your blueprint code in between your projects.

Sorry for not being able to spot where the issue might be in your case, but it’s not possible for me without trying it myself on my PC. Though I would recommend creating your game on a blank project anyways. Hope we’ll be able to solve your issue this way :innocent:

sorry for the late reply, wasn’t able to get on for a while due to schooling.

Thank you for your reply, it was very helpful and will implement your advice when I have the chance to work on it.

Thanks again

Sorry for so many questions but when you mean blank project do you still mean import the third person bp or remake the character completely?

Like I said, when you try to migrate your existing character blueprint, you might end up also migrating it’s unwanted dependencies. (which are possibly the reason your code isn’t working)

You can safely migrate your models and animations, but I recommend creating new blueprints for your new blank project. You can easily copy & paste your blueprint code between your projects anyways.

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Cheers will do

Hello again, I have made my third person character in a blank project completely from scratch, and after experimenting with what you recommended with the jump triggered when button is pressed, i feel like I want the animation to play when the player is falling so I left it as default. There are two small problems though. This is what my state machine looks like


and the jump is doing its function but when the state changes from jump idle to jump down there is a massive lag like this


What do you think is the problem?

  • Is the jumping animation moving upwards meaning the capsule component stays on the ground while the whole jump is actually an illusion?
  • Do you elevate the character’s capsule component by using the Jump node and the jumping animation is in place?
  • Or do you both make the physical character’s root (which the capsule component follows) jump up and the animation is also not in place?

You can investigate further by casting a sphere trace on your character’s location and observe it’s movement.

Also make sure to use automatic rule based transitions between your “Jump Up” - “Jump Idle” states, and between your “Jump Down” (which I assume is the landing animation) - “Walk / Run” states.

If you can’t figure it out after these, share all the related parts of your blueprints, such as the character blueprint where you handle the actual jumping, the animation blueprint where you transfer the variables you got from the character blueprint to the ones thar will be used to determine the transition conditions, etc.

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