Jumping conflicting with falling

Hello there
I’m creating an infinite runner which i try to make him jump before the gap and when he can’t jump he falls into the gap because of gravity
Now here is the problem
When i make him jump he falls
I mean jumping is ok but when landing the blueprint assumes it falling and my falling custom event executes
I’ve attached the screenshots of blueprints

when character is running it’s ok
when i press the jump key it tries to jump even i see 1 frame of the jump blueprint but it’s switches to the falling flipbook animation

Sounds like you just need to set the state to on ground after the character lands? Does the animation blueprint just never leave the falling state?

I’m guessing there’s a conflict between your inair var setting the falling anim and the thing that’s setting the jumping anim. what you really want to do is make sure the state machine can’t enter the falling node unless the character is moving downwards.

So right now maybe you have the falling anim playing when it reads the character is in air. You need

IF in air AND velocity.z > 0 TRANSITION TO STATE: jumping

IF in air AND velocity.z < 0 TRANSITION TO STATE: falling

here is the change depending on your answer
but the result is the same