Adding an enable input node to my blueprint stops character movement

Hey, I’m working on an object that will disable character movement when the player presses a button, and will re-enable character control once the button is released.

My problem is that the enable input blueprint node on this object stops my player character movement for some reason… I.e. if I execute the enable input node, I can no longer move my character. The camera control continues to function, and without this node, the character otherwise controls normally… Any ideas why this is the case? Can you only have one blueprint responding to player input? (surely not…)

Here’s a screenshot of the setup.

Okay, I’ve figured out that the culprit is my “get axis” nodes… For some reason, having them connected up breaks character movement input even if I’m not executing it.

See here… I have the “get” nodes connected to a make rotator, which is connected to a set relative rotation node. The execution of this node is blocked by a closed gate… yet still, the two “get gamepad” nodes kill my character control!

Help!

I also noticed that even so much as having the event version of these two nodes on my blueprint (with no connections) also breaks my character movement.