You are using the same Input Action in both the Level Blueprint and in the Character. The Level Blueprint has the priority and will consume the input, the Character does not have a chance to execute it.
Solution: use the Input Action only in the Character and do your logic there. Do Level pertinent logic in the level.
tip: do not use Get All Actors Of Class for something like this. Just Get Player Character > Cast to Your Character. That’s unless you really need to do it to ALL the characters. Bad practice, just saying.
if this were a different situation i would have suggested unchecking the consume input option for the event.
as a little add on to what everynone said about using get all actors of class, if you know your going to need to do that same operation alot or need the list then many times its worthwhile to promote the array to a variable. then you can just grab the variable array whenever needed and it will be more performant.
Agreed. But even if you do not consume input in this very case, the Level Blueprint will still get the priority and will never register True due to the button release.
You would need to explicitly tell the Character to execute first. It’s kind of complicated under the hood. It’s like a cascading chain of responsibility.
Assuming nothing is consuming input and there are no interface elements in the way:
first: regular actors in the world get a chance to act based on their class default’s Input Priority (from highest to lowest), that’s providing they were allowed to process input, of course
second: Player Controller processes what’s left
third: Level Blueprint gets its chance now
fourth: Characters process inputs based on their own Input Priority (not 100% sure here)
I hope I did not mix anything up. To the best of my knowledge the above was true around 4.15-4-16. I doubt something has changed in this regard, though.