Quick answer: Increase the fall gravity using a higher Gravity Scale during descent (or a fall-gravity multiplier) while keeping a controlled rise, producing a faster, more responsive jump.
An Unreal jump that hangs too long reads as floaty. Real-feeling jumps usually fall faster than they rise. Split the gravity. Here is how.
How to fix it
1. Raise gravity on descent
Apply a higher gravity once the character is past the apex (velocity Z negative). In CharacterMovementComponent you can bump GravityScale on the fall or use a custom multiplier so the descent is brisk.
2. Tune Jump Z Velocity with it
Recompute JumpZVelocity after changing gravity so the jump still reaches the desired height. Higher gravity needs more launch velocity for the same apex.
3. Add a small apex modifier
Optionally reduce gravity slightly near the apex for a brief hang, then ramp it up on the way down. This combination gives the classic responsive platformer arc.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.