FPS camera and mesh get no pitch

I create a demo FPS C++ project from templates. I wrote my own character class based on the FPSDemoCharacter .It works except that the camera and its child (arms) mesh receive no pitch.When I fire I do see the projectiles fly up and down along the pitch axis but the camera and the arms mesh don’t move.

What can be the problem?
Here is my code:

// Fill out your copyright notice in the Description page of Project Settings.

#include "Tactical1.h"
#include " FPS_Character.h"
#include " FPS_Projectile.h"
#include "Engine.h"

 FPS_Character:: FPS_Character(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)

{

	m_baseTurnRate=45.f;
	m_baseLookUpRate = 45.f;
	// set our turn rates for input

	
	//setup default FPS cam:
	m_firstPersonCameraComp = PCIP.CreateDefaultSubobject<UCameraComponent>(this, TEXT("DefaultFPSCam"));
	m_firstPersonCameraComp->AttachParent = CapsuleComponent;
	//position camera a bit above the eyesL
	m_firstPersonCameraComp->RelativeLocation = FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight);
	m_firstPersonCameraComp->bUsePawnControlRotation = true;

	//setup fps mesh:
	m_firstPersonMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("FPS_MESH"));
	m_firstPersonMesh->SetOnlyOwnerSee(true); 
	m_firstPersonMesh->AttachParent = m_firstPersonCameraComp;
	m_firstPersonMesh->bCastDynamicShadow = false;
	m_firstPersonMesh->CastShadow = false;
	Mesh->SetOwnerNoSee(true);//  
}

 
void  FPS_Character::SetupPlayerInputComponent(class UInputComponent* inputComponent){
	//axis:
	inputComponent->BindAxis("MoveForward", this, & FPS_Character::MoveForward);
	inputComponent->BindAxis("MoveRight", this, & FPS_Character::MoveRight);
	inputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
	inputComponent->BindAxis("TurnRate", this, & FPS_Character::TurnAtRate);
	inputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
	inputComponent->BindAxis("LookUpRate", this, & FPS_Character::LookUpAtRate);
	//actions:
	inputComponent->BindAction("Jump", IE_Pressed, this, & FPS_Character::OnStartJump);
	inputComponent->BindAction("Jump", IE_Released, this, & FPS_Character::OnStopJump);
	inputComponent->BindAction("Fire", IE_Pressed, this, & FPS_Character::OnFire);
}

void ATCT_ Character::MoveForward(float value){
	if (  (value != 0.0f)){
		 
	 
 		AddMovementInput(GetActorForwardVector(), value);
	}
}
void  FPS_Character::MoveRight(float value){
	if ( (value != 0.0f))
	{
		 

		AddMovementInput(GetActorRightVector(), value);
	}
}
void  FPS_Character::OnStartJump()
{
	bPressedJump = true;
}
void  FPS_Character::OnStopJump()
{
	bPressedJump = false;
}

void  FPS_Character::TurnAtRate(float Rate)
{
	 
	AddControllerYawInput(Rate * m_baseTurnRate * GetWorld()->GetDeltaSeconds());
}

void  FPS_Character::LookUpAtRate(float Rate)
{

	AddControllerPitchInput(Rate * m_baseLookUpRate * GetWorld()->GetDeltaSeconds());
}