Sprite not moving with camera top down. It looks like the sprite is stuck in place but the camera isnt. Sprite still responds to direction changes

Godot Version

v4.5

Question

Hey all, back on godot 4.2 this code worked. Basically I have a top down character that is a player_controller, has a collision shape, sprite, camera. When I do movement inputs the camera moves but the sprite stays in place. I’m not certain on what I can change. Here is the code and the tree.

extends CharacterBody2D

class_name Usr_top_down

const chara_name = "USR"
@export var movement : float = 100
@export var increaseMov: float = 30
@onready var collide = $CaydeColide
var spawn = Vector2i(0,0)
var direction : Vector2
var lastMovement: String
var run = false
var player1 = true

func _ready():
	collide.disabled = false
	
func _process(_delta) -> void:
	direction.x = Input.get_axis("ui_left", "ui_right")
	direction.y = Input.get_axis("ui_up", "ui_down")
	
	
	#if Input.is_action_just_pressed("light") and player1 == true:
			#player1 = false
			#$Sprites.animation = "ZaiIdleForward"
	#elif Input.is_action_just_pressed("light") and player1 == false:
		#player1 = true
		#$Sprites.animation = "IdleForward"
	if Input.is_action_just_pressed("Disable_collide"):
		if collide.disabled == false:
			collide.disabled = true
		elif collide.disabled:
			collide.disabled = false
		
	if direction:
		if Input.is_action_pressed("heavy") and run == false:
			movement = movement + increaseMov
			$Sprites.speed_scale += 0.5
			run = true
		elif Input.is_action_just_released("heavy") and run == true:
			movement = movement - increaseMov
			$Sprites.speed_scale -= 0.5
			run = false
		velocity = direction * movement
		#print(movement)
		if player1:
			if direction.x > 0: 
				$Sprites.animation = "RobotWalkRight"
				lastMovement = "RobotWalkRight"
			elif direction.x < 0: 
				$Sprites.animation = "RobotWalkLeft"
				lastMovement = "RobotWalkLeft"
			elif direction.y > 0: 
				$Sprites.animation = "RobotWalkForward"
				lastMovement = "RobotWalkForward"
			elif direction.y < 0: 
				$Sprites.animation = "RobotWalkbackwards"
				lastMovement = "RobotWalkbackwards"
		#else:
			#if direction.x > 0: 
				#$Sprites.animation = "ZaiWalkRight"
				#lastMovement = "ZaiWalkRight"
			#elif direction.x < 0: 
				#$Sprites.animation = "ZaiWalkLeft"
				#lastMovement = "ZaiWalkLeft"
			#elif direction.y > 0: 
				#$Sprites.animation = "ZaiWalkForward"
				#lastMovement = "ZaiWalkForward"
			#elif direction.y < 0: 
				#$Sprites.animation = "ZaiWalkBack"
				#lastMovement = "ZaiWalkBack"
	else:
		velocity = velocity.move_toward(Vector2.ZERO, movement)
		if player1:
			if lastMovement == "RobotWalkRight" : $Sprites.animation = "RobotIdleRight"
			elif lastMovement == "RobotWalkLeft" : $Sprites.animation = "RobotIdleLeft"
			elif lastMovement == "RobotWalkForward" : $Sprites.animation = "RobotIdleForward"
			elif lastMovement == "RobotWalkbackwards" : $Sprites.animation = "RobotIdleBackwards"
		#else:
			#if lastMovement == "ZaiWalkRight" : $Sprites.animation = "ZaiIdleRight"
			#elif lastMovement == "ZaiWalkLeft" : $Sprites.animation = "ZaiIdleLeft"
			#elif lastMovement == "ZaiWalkForward" : $Sprites.animation = "ZaiIdleForward"
			#elif lastMovement == "ZaiWalkBack" : $Sprites.animation = "ZaiIdleBack"
	move_and_slide()


func _on_timer_timeout():
	collide.disabled = false 

I’m assuming that the camera is a child of the player? In that case, the camera will move only if the player moves. Can you show the actual hierarchy of your player scene, not just the nodes themselves?