My third person character does not move when I test my level, TryGetPawnOwner returns None. What am I doing wrong?

I have been following the [Third Person Game With Blueprints][1] tutorial series. I’ve followed up to video 14 where the system is tested for the first time. When I run the game I possess the actor that I placed in the level and can orbit the camera with the mouse but the problem is that none of the keyboard controls move the character. I created the blend spaces which work well when I manually set values. I created the animation blueprint with all of the logic to initiate and stop the walk. I have created the character blueprint, added the skeletal mesh to the mesh component and told it to use my animation blueprint. I set up my input axes as in the vids. I set my default pawn class in my world settings to my character blueprint. I set up the MyGame blueprint as in the vid too. I’ve been stumped by this for almost a week now. Could it be a bug? Any help would be great.

Was this problem every solved? I having the same issue.

in your project settings are you using your correct game mode, and the game mode has all the correct settings as well? when they fails that usually means in some setting there is a wrong pawn setting.

I made a new game mode when creating a main menu for the project. Do I need to revert back to the default settings?

I coordinated the game modes in both project and world setting but its still not working

Could you put a sample project up? Have you tried to make a new project, game mode, and casted to the game mode and got it working? I’m trying to think of what else it could be.

It worked! Thank you so much!

I’m glad you were able to get it working. Could you accept this answer? so everyone knows the question has been answered.

If you create a custom game mode you have to pick it here.

other wise you are casting to your game instance, which is invalid, because the engine is not running it for the game instance, but running the default