Ayy no problem. First for getting it to work in your own level: It may not be collision settings. Could it be that your player controller isn’t connected in the level? From the top left go down the window menu and make sure World Settings window is checked. It should reveal a new window with the same name somewhere on your editor. From there, check in under Game Mode if it uses your Player Controller class.

If it isn’t using it, you need to attach it in your Game Mode. If you don’t have a Game Mode blueprint made already, make one and place it in the Game Mode Override and assign your player controller to its player controller class.

Now for the other issues:
(A) Attach the top pin of the Set position in viewport node at the end of the chain where you create the menu widget. What its doing is finding which screen space coordinate your player character aligns with, and tells your menu to be positioned at that spot.
(B) So as I understand if you left and right click away from the player you want the menu to disappear? In that case, you’ll want to create an event for the Left Mouse Button. Copy the logic that you have for the right mouse button to it, but remove the top chain after the cast (That spawns the menu widget) assuming that you don’t want left click to spawn the menu.
(C) I might’ve overlooked something there. So probably the Get menu widget with the valid checks thinks the menu is still valid and that’s why it doesn’t respawn. Should be an easy fix. Set the Menu widget variable again after removing it from screen, but leave the pin empty. This empties out the variable, meaning its no longer valid.

