UE4 InputComponent not binding Actions/Axis mappings (C++)

Hey there,

Firstly, the InputComponent I am using is part of a PlayerController custom class called “PlayerControllerC”, this will be used to manipulate the player: “PlayerCharacter”. Right now, my code consists for 3 debugging actions to test, none of which are working; these are listed below:

void APlayerControllerC::SetupInputComponent(/*class UInputComponent * InputComponent*/){
	Super::SetupInputComponent();
	check(InputComponent);

	InputComponent->BindAction("Move", IE_Pressed, this, &APlayerControllerC::MoveTo); // LMB
	InputComponent->BindAction("Test", IE_Pressed, this, &APlayerControllerC::Test); // C
	InputComponent->BindAxis("MoveX", this, &APlayerControllerC::MoveX); // D
}

-----------------

void APlayerControllerC::MoveTo(){
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::Printf(TEXT("TEST")));
}

void APlayerControllerC::Test(){
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::Printf(TEXT("TEST")));
}

void APlayerControllerC::MoveX(float val){
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::Printf(TEXT("TEST")));
}

When debugging the code, there’s no issue with the InputComponent variable or the creating it, however none of the functions are called on their respective keys. The game is a TopDown(70degree) dungeon crawler, so I followed the TopDown method of constructing an InputComponent.

Can anyone please help and tell me why none of the functions are being called on the keypresses?

Although this is a late response, I fixed this error by calling “Super::Tick(DeltaSeconds” inside my tick override function.