Input Events Stop Working When I Change Scenes

I load into a login screen and registering keyboard and mouse events works and prints to the screen. My character is spawned in the login screen and persists to the loaded scene.

When my game switches to the loaded screen the inputs stop working. I’m not sure why the transition to the new scene breaks the inputs maybe the character isn’t actually registered in the new scene space for input not sure. I don’t see any options disabling input on the new scene.

You can see it in this video before I login e and mouse click work but when I log in and switch levels they stop working and im not sure why. So I can’t apply impulse force to keep the newly spawned gem from going in black hole.

UI’s are not focusable and input is not disabled on the character object.

What is the game mode setting for the new level. Does it have an override? Is the input in the player controller or the character? If it’s in the character then is the same character spawned on the new map?

The Character Controller is spawned on the login screen under the character object the blueprint I put in the original post.

The logic of the game is located the level that is loaded.

Here is a blueprint of how I load the new level when login was successful:

I’m not honestly sure what the game mode is set to I just have a camera actor the player attaches too in the loaded level, and a new UI that loads and hides the UI from the login screen. I’m not sure what I should set it to either.

The actor for the character is placed on the login screen, then the same actor persists when the new level/scene is loaded.

The new scene doesn’t have a character controller or character. I assume the character from the login level persists because its in the editor object window still when the new level loads.

Sorry I’m super new to unreal and I’m learning as I go…

The new level has to have a player controller that posses the player character on spawn. If the game doesn’t have a central character then the logic / input should probably reside in the player controller in that case.

I would also suggest going towards the newer enhanced input system.

So is it just droping a player start into the map and then having auto assign input from player 0 which my player is ?

I added both character start and character that assign to player 0 on load and still no dice im probably doing something dumb.

The possession should automatically be carried out by your game mode. Check what you have setup as a “Default Pawn Class”

Also open up the level you are loading and check it’s World Settings => Game Mode Override. If the game mode is not set to none check if you haven’t accidentally set the Default Pawn Class to none there.

The issue is the skeletal mesh wasn’t selected on the character mesh because it was creating double because I forgot you have to disabled the visible skeletal mesh when you attach it to character mesh works now.