Checkpoints stop working after adding Character Select...

Looked like at least one of the event was casting to the knight char. So, yea, if camera is possessing someone else, that would throw it for a loop.

If you haven’t already, should probably go through and see if there are any other references to a specific blueprint class. Then instead of casting to a class (like comparing who overlapped checkpoint), use a Get Player Pawn or something instead.

If you need a variable or function call to a specific character class somewhere, a blueprint interface would help.