I had a similar situation recently, I needed to know if a player was in the air, and if in the air for a certain amount of time (aka is falling for a time) then allow the the player to press the same input key as jump and activate a parachute, but still normal jumping as usual.
You will notice at the beginning of this macro “exe 5” that is coming directly from an input action jump (not shown in the pic), that is fed to a branch, and the condition is an and boolean, the two connections of the and boolean are a “get player controller” and "was input key just pressed (spacebar in my case) , also a boolean variable (freefall), if you want to see how I set that variable look here. Freefall MACRO posted by BizaaroGrodd | blueprintUE | PasteBin For Unreal Engine 4
Whereas I was using spacebar as jump key, you should just be able to add a pin to that and boolean and add another is input key pressed down (face button down?) to suit your needs for however many jump inputs you need.
You can check out the thread here. How to tell (in seconds) how long Is Falling is activated?