Make your character jump while hard-locking every other input using UFSM AutoFlow in Unreal Engine 5.x. In this quick demo we wire up an Idle → Jump → Idle loop using reflection-based function names—no booleans, no spaghetti branches, just clean state logic.
What you’ll learn
How to add a Finite State Machine component to a Character
Set up *AutoFlow* and state *LINKS* (Idle → Jump → Idle)
Drive gameplay with *reflection-based functions* (`OnBeginJump`, `OnFinishJump`, etc.)
Request states from input and *finish* states on landing
Prereqs
Unreal Engine 5.x
UFSM* plugin enabled
Project Input Mapping for Jump (Space/gamepad)
Steps covered in the video
1. Project Setup – New project, enable UFSM, map `Jump`
2. Character BP – Add Finite State Machine (FSM) component
*STATES*: `Idle`, `Jump`
*Startup State*: `Idle`
Enable BlueprintAutoFlowFSM and BlueprintAutoFlowTransitions
*LINKS*: `Idle → Jump`, `Jump → Idle`
3. AutoFlow Functions (exact names, no params)
OnBeginIdle // optional
OnExitIdle // optional
OnBeginJump // call Character→Jump
OnUpdateJump // optional (timers/UI)
OnFinishJump // called by AutoFlow when you finish the state
OnExitJump // optional (SFX/reset)
Project files & links
UFSM Plugin: https://www.fab.com/sellers/Hokkaido%20Hid...
Sample project: https://tinyurl.com/yc4u4hbs
Docs / FAQ: https://ufsm.hkh-interactive.com
Chapters
00:00 Intro
00:17 AutoFlow Method
00:31 FSM Functions + States
00:46 Component Set Up
01:21 SetState Node
01:39 Create Functions
02:34 AutoFlow OnFinish
02:59 Final Test