The timeline is only updating the static mesh component going up / down and its rotation in Relative Space - it has no effect on forward movement whatsoever; the actor can do its own thing here. I used Tick for movement as you mentioned the cube moves on its own (in your example you actually do use input, though). The above is just an example of how to implement a timeline component rather than an immediate solution to all the intricacies the movement may involve. The whole lot can be easily expanded from this point, if you wanted to tie a number of mid-air spins to the height of the jump, it’s quite easy to do so as Timelines suggested by @**Telimaktar **are more than versatile enough. You can also adjust the curves and points of the TL to get the desired jump / spin characteristics as well as hook up proper variables to drive the whole thing.
I do not know how you set up your Pawn / Character, you’ve included no details regarding what the end goal is or how the movement is supposed to work apart from:
And this is what the script does, as seen in the vid. It’s built to your specifications so to speak ;p