When I add this to the Awake method in the `InventoryMonitor` everything works as expected.
if (m_MonitoredInventory != null) {
SetMonitoredInventory(m_MonitoredInventory);
}
HandleWillStartLoadingSave event not fired when Saver is loaded on start up (after the manager is already loaded) therefore the monitors are never suppressed on auto loads.
When Load On Start is required in your saver (the saver is created after the manager), you never get the load events since...
As title suggestions the input is incorrect for me if the name matches, for example I have Gameplay/Mouse X which I use, then when I switch action map to UI I also have UI/Mouse X. In UnityInputSystem it uses the action key without any context to its action map. Meaning I get Gameplay/Mouse X...