Spawned Character doesn't get the Mouse-Axis Input

So I am currently beginning with the UE4 Engine as I previously only worked with Unity3d.

Now I for my project that I am working on in UE4 I need to spawn different characters with different Inputs (some has Mouse and keyboard, the others may have VR Input).

I managed to spawn the default FPS-Character through a selfmade GameMode Blueprint.
After Spawning I possess the created FPS-Character by the new connecting player.

Now I am able to move around in my level with the character just like in the FPS-Demo, except that I can’t rotate the direction. So the camera won’t rotate, but I am still able to shoot projectiles by pressing the mouse button.

So specifically the Mouse Axis won’t change my character, even if I get Mousemovements if I print out the Axis Value of the Event “InputAxis Turn”. So basically I get movement, it just won’t get translated to the character itself, even if the Mouse Input is handled inside the Character.

Do I miss on something?

Okay, so I think I solved it myself. On the “SelectStartPoint” (Name may be slightly different, but its the default function that you can override in a gamemode BP), I select the SpawnPoint and its corresponding Character. But instead of directly trying to possess the spawned character with the player input from the function “SelectStartPoint”, I use the Controller of the “PostLogin” to possess the character. In order to do that, I need to save the created character in an array of Characters and select the right character at the “PostLogin”.

But I am still wondering why my first try did work except for the Mouse-Axis-Input.

Anyway, if somebody at some point is having the same problem, maybe I will be of help then :D.