Problem with jump query on slanted floor

hey,

I’ve made a jump query for splitting my jump into three parts (up,pose,down) with a delay for anticipation and whenever I want to jump on a slanted floor I am stuck at the end of my anticipation animation (so I cannot enter my jump up animation). That’s because the z velocity = 0 even though I’m jumping and my character should be in air so z is not equal zero. Now I’m looking for a solution.
Does anybody have a clue how to solve my problem?

Very difficult to say without any idea of what your AnimBlueprint or Character Blueprint are doing, but off the top of my head, why are you utilizing Z-Velocity? That could poentially change just by running up or down ramps? The Character Movement Components stores an IsFalling state which you can use to track whether you’re in the air. I see you’re in the 3rd person template, so there’s an example of this in that character.

But again, that’s just off the top of my head. At the end of the day, Z-Velocity changes won’t help (much) with landing unless you’re using them in conjunction with whether you’re in the air.

An alternative setup (this is just a conceptual reference) is to do a Trace downward from the character when he’s falling, with the trace running lower than his feet. Once that trace contacts something, you can begin the anticipation animation. You can extend the trace or shorten it to provide the appropriate time to play out your anticipation, and in this way not have to worry about delaying.

The setup would probably take some finessing, but would probably be better than just assuming you should always be delaying.

The z velocity isn’t changing by running up or down ramps, that is the problem and it wouldn’t be solved by using the
IsFalling state because I’m using the value of the velocity to split the jump in three parts.
I need to split because I want to get a more realistic jump and it only gets stuck when I’m swichting from running to jumping.
The Z velocity starts with a positive value and is ending in the negative range. So I thought it would be a good value for timing the jump pose.
Here’s what I’ve done:

While the value of the z velo is nearly 0 the jump pose plays.