Too many blueprint functions, not enough info

Mostly something like that is just complicated for our human brains to wrap around because it will require a lot of branching. Start by figuring out how you can track the player direction. You can probably just use a bool or an int to track with say 0 = left and 1 = right. Then, anytime your character performs any movement or rotation action, you have to remember to properly set variable. Then, anytime you do anything that requires knowledge of direction, you check to see what that variable is and branch for the difference conditions. The same thing with pressing left and jump at the same time. You press jump, and it checks if you are also pressing some other key. For each condition you have, your blueprint will branch to execute those separate conditions.

If X+Y+Z, then execute A Animation and B Movements. If W+Z, then execute B Animation and C Movements.

Keeping it straight in your head is the hard part.

It sounds like you are trying to wrap your brain around the big picture without knowing how to handle the smaller bits first. The easiest way to understand would be to focus on each tiny bit. Figure out how to simply change animation states at a key press. From Walk to Run, Run to Jump, etc. Get all of your transitions down. Then later you can work out conditionals. Don’t worry about backwards left facing somersaults until you can do all the basics first. :slight_smile: