Trigger state machine animation state on component begin overlap of actor bp...

Hi all, I’m trying to trigger a different ‘jump’ animation when my character jumps on a spring/bounce pad in the level.
I’m currently trying to set it up via the characters state machine in a way that when the spring/bounce pad is triggered it will then use a specific animation and as the character starts to fall it goes back into the falling anim state.
Currently it just triggers the regular jump anim as the game reads the character as ‘in air’. Which makes sense but not want I want in this instance.
The spring/bounce pad is set up in the typical way in that it is a pawn bp with a on component begin overlap that launches the character (not sure this info is relevant).
Any help with this would be greatly appreciated.
thanks