Add Movement Input is not working?

For some reason, my Add Movement Input function is not working on my character. I know the axis mappings are correct, I even checked to see what axis would be through a print function. It printed out 1 as I was holding down w, etc.

But when I play the game, I’m spawned and can look around, but I cannot move. Any help?
I don’t understand how my mouse control would be working but not “wasd” keys.

Anyways,

and

Err…, did you connect the input node with the Add movement node ?

Of course.

It was just unconnected in that picture since I temporarily set it to print the axis value but then deleted the print node. Anyways, It’s frustrating me why the character isn’t moving. Seems like I’m doing everything right, especially if it’s reading the input correctly and the blueprint is of type character. I’m new to all of this but I’m still unsure as to how to fix this.

Did you make character, or pre-set?

I just created a character blueprint, attached a cube to him in the viewport. I spawn as him and can look around but I cannot move at all, as if he is static. And no he’s not set to static :frowning:

When you got to viewport and hold mouse over mesh, does it say moveable?

Yes it does. Bizarre huh?

Apparently my character isn’t moving at all. He won’t even fall to the ground/simulate gravity.

Edit: I just solved my related problem by spawning an AIController instead of a Player Controller. In my case, the player has their own body and controls another character remotely. Apparently, two player controllers no longer play nice.

I have the same problem after updating to 4.8.1. Everything seems fine when printing Last Input Vector. Move Input Ignored returns false, and Get Controller and the possess/unpossess events indicate that the character is properly possessed at all times. Did you ever find a solution?