Enhanced Input Movement Broken when opening a new level

I have an Enhanced Input 1D Axis mapped to A and D for left and right movement. “Triggered” and “scale value” are connected to “Add Movement Input”. it works fine in any individual level, but tends to break when transitioning between levels. If I continue to hold a directional input it freaks out and starts rapidly firing both “Triggered” and “Completed” exec pins.
Letting go of A/D and pressing it again sets everything back to normal. If I press any other input (jump, attack, etc.) that activates normally, but kills the movement input completely stopping all momentum and the key must be released and re-pressed to continue walking.

It is also extremely in consistent. Sometimes, if you hold it AS you are walking through the door it doesn’t even trigger in the next level. Sometimes, if you jump into the trigger and open level while in the air it fires a single time. Sometimes, if you hold the key right when the level loads it “Triggers” a bunch then “Completes” (repeatedly) and other times it flip flops (triggered complete triggered complete) every tick.

I’ve looked at the setting in the mapping context, debugged stuff in the player’s begin play, tried different combinations of “disable/enable inputs”, and looked into flushing the inputs. However I think that would make it so the character cannot move unless the input is fired again.

Any and all help is appreciated.