When I hold mobile jump button, character flies instead of double jump?

I got it for you no worries. Now the issue we have is a common one. The baseline mobile controls system isn’t really made for buttons, it’s made for axes. This means there is no pressed/released coming from that, just constantly passing in a number and anything over .01 will fire the event. So what’s happening is your keyboard controls for it are being called every single frame but with no stop jump. So we have a couple of options here. Well a bunch of them really but some are hackier than others.

1: So for standard buttons in mobile controls I use UMG for buttons functionality and turn off focusable so it can’t steal focus from the joystick and disable your movement. I generally use this method in most games.

2: (a little hacky) You can set it to an axis style of input like one of the gamepad axes and whenever it’s really close to 0 you can call the release button.

3: (Still hacky) You could make a totally separate input and have a Do once that resets after a delay that calls stop jumping,and will accept another jump if you have the count, then if after the delay there are no more jumps it calls stop jumping and lets you fall.

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