Why mobile (jump) button not jumping while running

How do you fix jumping while running problem on mobile game. Most of the time jump doesn’t work while running unless you stop running. I would like the jump button work normally as you running at the same time. Does any one have any idea why?

Mark, there are a lot of potential causes for this, so it’s hard to narrow down without specifics, but if you could provide us a screenshot of your blueprint, that would be a great place to start!

Sorry for taking so long.

Like I said the right swipe works but is very jerky and the jump button is on the same place as the right swipe. I turned down settings for speed but is still jerky. Maybe cause the jump button is in the way.

Mark, what is swipe used for, and is it necessary for either running or jumping? Could you disconnect Event Tick to see if that makes jumping work while running?

Is running controlled through the tilt of the device?

Ok will try that next…!

The swipe is used for looking around (right side) …Left button for moving forward and backward and for jump i guess I will have to make a button.

How ever I notice that sometimes with default setting jump works and sometimes it doesn’t while running.

My question why only sometimes? In another words it just doesn’t work smoothly when it should.

Also which is kinda cool. Is that default character pushes him self of the edges of any kinda mash -Automatically- which is kinda cool and it works until something bit higher comes along and then I’m screwed. Would you know how to make that small default auto jump (Higher) in settings. I tried jump Z Velocity that not working. I tried few things like jump angle and so on but nothing. Would you know where that auto jump setting would be?

I will try to detach the tick option tonight --just have to do the project switch thing.

Please answer when ever you have time…No rush!! Thanks Drummerof13!!

It’s hard to tell without seeing it in action, but my best guess is the “Movement input” section is being counted as the first jump. I see in the bottom of your screenshot that it is only set to jump on the first time. Is there a specific reason for this? Could you just remove it and let UE4’s default handle it with InputActionJump>Jump or InputTouch>Jump?

For the second thing, you might be referring to Max Step Height, which is when you walk up to something and it automatically transports you to be standing on top of it, provided it’s short enough (like stairs).

OK will try it out. How ever I found out with default mobile doual buttons that if I hold jump for one second then next time I’m running it works. So as longs as it has been held for a sec then when your start running it’s working fine. As it if it has a bit of delay to turn on first. Gonna play with settings to see what came of it. Let you know what happen>

By the way I think you solved my problem with jump button not responding. Deleting the branch node between (input touch) and (Jump) solved the running + jumping issue!!. Thanks it worked!! It was like that by default. I have no clue why.

Now if I copied your You Tube tutorial set up. Will everything work. I’m almost up there with the stars if you can help me figure it out.
I will try deleting it in your tutorial set up and see if it works Ok…
Let you know what happens! Thanks again for the first tip… Was driving me crazy…