How to Make a Double Jump in UE5 Blueprints

The honest secret: basic double jump is a checkbox. Character Movement supports multiple jumps natively — the Blueprint work only starts when you want the second jump to feel different from the first.

What it’s made of

Variables

Jump Max Count on the Character (2 = double jump — that’s the whole basic version), plus a SecondJumpZVelocity float if you customize the second hop.

Events

The template’s existing IA_Jump input; Landed event resets any custom jump counters.

The logic

Stock version: set Jump Max Count to 2 in the Character defaults. Custom version: count jumps yourself — on the second press, instead of Jump, use Launch Character with a Z velocity (enable XY Override with zero XY if you also want to kill horizontal momentum) to give the second jump its own force, a burst particle, or a directional boost from input.

Key nodes you’ll wire

Jump / Stop JumpingJump Max Count (Character defaults)Launch CharacterEvent On LandedGet Last Input VectorBranch

The mistake that breaks it

Rebuilding jump counting from scratch when Jump Max Count already exists — write custom logic only for behavior the built-in genuinely can’t do.

New to how Blueprint systems fit together? Read the anatomy of a Blueprint system first.

Or skip the wiring — generate it

BlueprintStudio builds this system from a plain-language prompt — the right nodes, exec and data pins wired, defaults set, and the graph compiled to catch errors — then applies it into your open UE5 editor. The prompt is prefilled:

Build “Double Jump” in BlueprintStudio

Prompt variations to try

Applying into your editor happens through the free Cosindra desktop app (Windows & macOS).

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