DMing 5e campaign

>DMing 5e campaign
>Set up multiple plot hooks
>Give multiple opportunities for players to interact with NPC's and world as their character would
>Integrate backstories into story and weave further plot hooks into potential character development for the players characters
>Players ignore plot hooks - won't do anything unless they're led by the nose from setpiece to setpiece
>Won't investigate or explore anything - need every bit of important information relayed to them instantly or they're lost
>Players don't bother to act out their characters or even bother interacting with the world as a denizen of it
>Instantly devolve into murderhobos attacking people and guards who even look funny at them
>Forget key details from their backstories and literally don't recognize or events from their past unless I remind them
>Midway through most recent session
>Hey user why is there so little roleplay in the campaign?
>I tell them that I've given them multiple opportunities to act out their characters but that it's them who have to choose to roleplay, not me
>Players look at my like I'm retarded
What do I do here? We're 6 sessions in and while I love my players outside of the game DMing for them is one of the most frustrating experiences I've ever had.

I shall help you.

First, you have to answer a question: when your players' characters enter a town, what do they have their characters do?

From what OP described, it doesn't look like they do anything

>What do I do here?

Ask them what type of game they want to play. Ask them if they're having fun.

If they can't answer those questions, ask why it is they want to play D&D to begin with.

If they can't answer any of this, consider getting a new group with people that can.

I'm a noob, but it seem like they may prefer dungeon crawls? Maybe cater to that.

Same exact situation OP.
Except my players can't even be fucked to level up their characters, learn abilities, or god forbid spend a few minutes selecting spells.
>"It's too much reading DM, I don't have time."
>one session once a week
>can't find 5-10 fucking minutes to do 1% of the fucking work I put into this god damn game
>yes I'm fuckin mad

Is it a new group? If so maybe put the campaign on hold for a session to have a practice one-shot that is 99% investigation and roleplaying so they can get an idea of how to roleplay, maybe outright dropping ideas on who they should talk to or what they should do so they can start thinking through their characters and understanding how and with whom you want them to interect. For example.

Party goes into a local village to find info on where a bandit camp is located
>Tell party that they could be overt and just ask the village chief/leader/elder/mayor if they know where the bandits are
>They could be covert and assume the villagers might refuse to tell them either because they fear retribution or the bandits give them kickbacks, and get the info by acting normal and trying to get the issue to come up in casual conversation
>They could look for signs that maybe a member of the bandit camp has been there recently or is visiting currently (eg. an outsider who clearly isn't a merchant has been dicking around town with more money than he should)
>If they have ideas you didn't mention they can follow those ideas too

And provide fallbacks should their plan fail, giving them suggestions of what to do if their plan fails eg.
>Mayor/townsfolk refuse to tell you where the bandits are so the party could try to force them to hand over the info, bribe an individual to hand over the info, or simply get someone liquored up and ask them

As the one-shot continues provide fewer and fewer hints until the party is investigating and roleplaying entirely on their own without you giving them direct suggestions.

I did this while running CoS, so I just starting beating them with a stick anytime they did stupid things.

Pretty much this actually. They'll just stare at me or motion for me to go on or I have to heavily imply where they should go by reminding them of what they're here for. There's so little engagement on their part that the only times they really control their characters is in combat. All other times it may as well be me

Hmm.

Do you use miniatures? Like, not just for combat, but also for when they're in towns. If not, I recommend you do. Normally I wouldn't, but if you, say, lay out a town map and place a few miniatures to represent plot-important NPCs, then your PCs might engage them now that they can actually see who is where.

After a little while, start including non-plot important NPCs on the map as well, but make sure to have some ideas of what they might say, including maybe useful rumors - or dead ends.

Basically start thinking of setting up the game like a CRPG. That's the best advice I can give you to start trying to get your players invested.