You need to update your IsInAir bool on tick, so somewhere in the chain after the Event Blueprint Update Animation, and not just once.
And why are you using VectorLengthSquared for speed? Is it the same in the tutorial? Because you’re the second person in a few days to use VectorLengthSquared. Maybe it’s just a coincidence, but anyway, you should just use VectorLength for speed.
as for the VectorLengthSquared, i used it because calculate direction was blue in the tutorial with a execute tick but now its green with out it, and i found a tutorial that fixed that by adding the VectorLengthSquared, im not to sure what it does unfortunately. im fairly new to blue prints and trying to understand protocol and procedures.
Hello! so i was following the UE4 tutorial for third person movement Walk,Run, idle and jump. after adding some more code for Aim off set, in the screen shot in my event graph, after “begin play”>cast to character> to "myplayer variable. is the issue if i connect it to “is valid” then my character wont stop jumping in place?!?! but if i leave it as it, then he runs and jumps but when he jumps he is running on air??? so the jumploop animation in my LocoMotion does not work? so im not to sure how to connect them? what nodes should i use or replace?