I’m trying to create a custom jumping blueprint for my player controlled pawn.
Essentially I want the player to be able to jump every 0.2 seconds and only after the player has made contact with the ground after the preceding jump. (I use my own isAirbourne function to detect this via a MultiSphereTraceByChannel)
Check if they are airborne, if not, then connect a Do Once node that causes the Jump to begin, then set a 0.2 second delay, and wire that back to the Reset pin on the Do Once.
so, Branch if !Airborne, Do Once => Jump => Delay 0.2 => Reset Do Once
… also, never do while(true) in a (mostly) single threaded program!!! heh