The issue has to do with how Hero's Journey's character controller functions. The HJ character when moving forward plays a speedblended animation sequence using a walk and a run animation. The walkrun speedblend sets two float knobs for the animation agent: Feedback_WalkSpeed and Feedback_RunSpeed. The HJ_ACCController (character controller) uses those knobs to impart the forward impulse in a jump.
If your character is using a speedblend you either need to use the same knobs as the HJ controller expects or implement your own controller, consequently when the HJ_ACCController checks those knobs they are 0...so no forward impulse is imparted to your test character.
Optionally, you could modify the HJ controller to provide some arbitrary forward impulse when jumping, and remove the dependence on those knobs.