Press Vs Press and hold

Having a brainfart here, and I know this is a simple one to solve, but what I’m coming up with seems overcomplicated.

The game I’m working on will have a couple different jump mechanics due to the presence of a thruster system worn by the player character.
Tapping the jump button should trigger the pretty standard jump we all know and love from the tutorial video. I’ve got that working great. Fantastic tutorial by the way, really got me interested in animation.

Now, my question is, what would be the best practice for doing a tap followed by a press and hold to activate the players thrusters? I was thinking either taking advantage of the animation system (if the jump start animation isn’t complete and the button is held, it branches and goes to the separate animation sequence for flight and engages the thrust) or would it be considered best practice to have it calculate the time delta from the tap to the hold and then trigger that way?

Sorry, this is more of a “which is considered best practice” than a “How do I” sort of question!

Go for the double tap detection.
More consistent and to the point then relying on animation nofitiers etc.

Ok, I went with this and it definitely is the less complicated way to go about it. There wound up being more variables involved than I was originally anticipating, and keeping it all in one BP is definitely the way to avoid summoning codethulu.

Thanks!