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IA_JumpStartedJumpJumpCount+AB1Return ValueSET JumpCountJumpCountConv Int To StringInIntReturn ValuePrint StringInStringbPrintToScreenTruebPrintToLogTrueDuration2.0>=AB10Return ValueBranchConditionelsePrint StringInStringAchievement UnlockedbPrintToScreenTruebPrintToLogTrueDuration2.0

Jump Counter Achievement

Ready after setupMovement10 nodes, 11 wiresGallery

Space jumps and counts every jump; the tenth one prints Achievement Unlocked.

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Before you paste3

  • Parent classCharacter

    Class Settings, then Parent Class. Or create the Blueprint from Character.

  • JumpCountInteger

    My Blueprint, then + Variable.

  • IA_JumpInput Action

    Create the Input Action, then map it to a key in your Input Mapping Context.

Good to know. Presses in mid-air count too, even when no jump happens. Count from Event On Jumped instead to count real jumps only.

How it works

  1. Jump and countSpace calls Jump, then adds 1 to JumpCount.
  2. Show the countPrint String shows the new count.
  3. The tenth jumpWhen JumpCount equals 10, a second Print String shows Achievement Unlocked.

More movement blueprints

See all 55

Made with Cosindra Blueprint Studio