How can I debug why there is no input to my controller?

I’m having a problem with my character setup. Before I open the map where the character players, I go through various other screens, for instance one where a charather can be created etc.

Now my problem is, that when I go through a certain screen and then open the play level, my character receives absolutely no input. This goes so far that the whole Editor can be blocked, when I click in the screen, Shift-F1 will not release the mouse. In order to get a mouse cursor I have to go through Ctrl-Alt-Del and bring up the Windows login screen.

When I bring up the play level in other ways, all is fine.

So my question is, how can I debug where the keyboard input “gets stuck” in the chain of messages from one object to the next internally? If I find that out, then I may be able to figure out, what causes this problem in the first place

Few things:
You may have multiple blueprints or C++ for handling input functions. if the input is set to “consume” it’ll execute on one and not the other.

As i cant see you bleuprints/c++ i cant say for sure, but if you spawn the character and “possess” it via your normal spawner, but if you dont “posses it” the other way

Another option, you may be setting the character controller correctly one way, and the other may just spawn an actor with no control.

but the whole Shift F1 part and lacking control altogether??? I dont know.

I found out what the reason was after a while of fiddling. I don’t understand it, but I will post it here in case somebody else runs into the same problem.
I was doing the following setup in the level blueprint because I have a complex Widget setup that serves as an overlay to my character creation screen.
When I remove the second connection that I marked, all is fine!

I must admit, I don’t know what that connection is good for, when it should be used, etc, because of the lack of documentation and I guess other’s might poke around the dark just like I did and hopefully this will help

I have no idea why this worked either, considering the Multiplayer Shootout has this exact connection made, but it works. Thanks for the find!

Thank you sooooooooooooooooooo much