Auto possessing player works, but possess node in blueprint does not work

I think potentially the issue is that you have placed that input in the level blueprint instead of a player controller or character etc. The fix may be to place an event begin play node in your level blueprint and connect it to an enable input node. This will allow the level blueprint to execute keyboard/mouse inputs. You will have to add the player controller as reference to it. Then you should be able to press that key.