Why does Controller.move work fine in editor, but not in build since 4.0 upgrade?

I just upgraded to Unity 4 from Unity 3.5.6. I’m using a custom script to move a character controller; Everything works fine in the editor, and I can run the game just fine until I build it; suddenly, everything about the script is still responding (direction facing, animation, etc.), so it’s not erroring out, but it’s like my character is locked in place for some reason. I can even network the build with my editor player, and the editor player moves fine while the build player is still locked in place. Please advise! I can supply whatever data is necessary.

Windows 7 64 Bit.
Intel Core i3 CPU 550 3.20 Ghz
12 GB

Code used: Standard examples provided in Unity library.
// Single Move Call
_collisionFlag = _controller.Move (_moveDirection * Time.deltaTime);

I reiterate: this works fine in the editor game window, but I am unable to move in the build.

Here’s the build: http://www.eyeshock.com/_tempdocs/Build.rar

The controller.move function is not the cause of the problem. For some reason, the moveSpeed (a public inspector variable) is being set to 0 in the builds. See the below link for more information.

http://forum.unity3d.com/threads/167360-Unity4-Ignoring-Inspector-Initialized-Public-Value-in-Build-Works-Editor-amp-UnityV3?p=1144646#post1144646