Hey BrazenDoors,
I went ahead and created a simple triple jump system to show how you could approach this so here we go.
First of all, there’s a variable on the basic player character blueprint called JumpMaxCount, you’ll find that on the parent details panel, make sure to set it to 3
Then, you’ll need the following variables

GroundHeight is to keep track of what “ground” is for us, to handle cases such as the player jumping on a cliff, this will be the point of reference for the height of our jump.
JumpCount to keep track of our current jump index.
MinimumJumpHeightForXXJump is to set the minimum height of the jump at which the player can perform the following jump (which i assumed you want to do), the values i used are 500 for 2nd and 1000 for 3rd.
and here’s the logic itself
Explanation
If jump is pressed and character is not falling (on ground), then we’re about to perform our first jump, store our ground height, call Jump function and set count to 1.
If jump is pressed and character is falling (in mid-air), then we’re either performing our second or third jump, subtract our current height from our ground reference to know how high we’ve jumped, check if the meets the criteria for our 2nd or 3rd jump and then call jump and set count accordingly.
To make sure you get the results i got, set your jump Z velocity to 1000

which will work just as you’re at the apex of the jump.
Hope that helps, feel free to ask anything.