Keybind Issue With Client Event

Hello, I am having issues with the client side of an event. What I am trying to achieve is allowing an event to occur after holding down a specific key. The issue is that it won’t even print a message. Does anyone have any solutions?

Thanks in advance.

local UserInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local character = player.Character

local function CheckKeyDown(Key, istyping)
	if Key.KeyCode == Enum.KeyCode.I then
		wait()
		print("I")
		local movement = game.ReplicatedStorage.Movement.UP_Movement
		movement:FireServer()
		game:GetService("RunService").RenderStepped:Wait()


	elseif Key.KeyCode == Enum.KeyCode.K then
		wait()
		print("K")
		local movement = game.ReplicatedStorage.Movement.DOWN_Movement
		movement:FireServer()
		game:GetService("RunService").RenderStepped:Wait()


	elseif Key.KeyCode == Enum.KeyCode.L then
		wait()
		print("L")
		local movement = game.ReplicatedStorage.Movement.RIGHT_Movement
		movement:FireServer()
		game:GetService("RunService").RenderStepped:Wait()


	elseif Key.KeyCode == Enum.KeyCode.J then
		wait()
		print("J")
		local movement = game.ReplicatedStorage.Movement.LEFT_Movement
		movement:FireServer()
		game:GetService("RunService").RenderStepped:Wait()

	else
		print("nil")

	end
end

-- Probably unnecessary:
local function CheckKeyUp(Key, istyping)
	if Key.KeyCode == Enum.KeyCode.I then

	elseif Key.KeyCode == Enum.KeyCode.K then

	elseif Key.KeyCode == Enum.KeyCode.L then

	elseif Key.KeyCode == Enum.KeyCode.J then

	else

	end
end

UserInputService.InputBegan:Connect(CheckKeyUp)
UserInputService.InputEnded:Connect(CheckKeyDown)

you have to make sure this is a local script in starter player scripts

:man_facepalming: thank you lol, I forgot I had to clone it there

no problem, is that it? if so, please mark my comment as the solution.

Yes, I did
thank you
(characters)