Custom character not working

I just created my custom gamemode which worked fine and my custom character which doesn’t seem to work. I get no errors but it just doesn’t work. Here is my code:

CPP
#include “Game.h”
#include “CustomCharacter.h”

ACustomCharacter::ACustomCharacter(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{

}    

void ACustomCharacter::SetupPlayerInputComponent(UInputComponent* InputComponent)
{
	InputComponent->BindAxis("CameraAxisX", this, &ACustomCharacter::AddControllerYawInput);
	InputComponent->BindAxis("CameraAxisY", this, &ACustomCharacter::AddControllerPitchInput);

	InputComponent->BindAxis("MovementAxisX", this, &ACustomCharacter::MoveX);
	InputComponent->BindAxis("MovementAxisY", this, &ACustomCharacter::MoveY);

	InputComponent->BindAction("Jump", IE_Pressed, this, &ACustomCharacter::OnStartJump);
	InputComponent->BindAction("Jump", IE_Released, this, &ACustomCharacter::OnStopJump);
}

void ACustomCharacter::MoveX(float Value)
{
	if ((Controller != NULL) && (Value != 0.0f))
	{
		FRotator Rotation = Controller->GetControlRotation();

		if (CharacterMovement->IsMovingOnGround() || CharacterMovement->IsFalling())
		{
			Rotation.Pitch = 0.0f;
		}

		const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::X);

		AddMovementInput(Direction, Value);
	}
}

void ACustomCharacter::MoveY(float Value)
{
	if ((Controller != NULL) && (Value != 0.0f))
	{
		const FRotator Rotation = Controller->GetControlRotation();
		const FVector Direction = FRotationMatrix(Rotation).GetScaledAxis(EAxis::Y);

		AddMovementInput(Direction, Value);
	}
}

void ACustomCharacter::OnStartJump()
{
	bPressedJump = true;
}
void ACustomCharacter::OnStopJump()
{
	bPressedJump = false;
}

H

#pragma once

#include "GameFramework/Character.h"
#include "CustomCharacter.generated.h"

UCLASS()
class GAME_API ACustomCharacter 
	: public ACharacter
{
	GENERATED_UCLASS_BODY()

protected:
    virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;

	UFUNCTION()
	void MoveX(float Val);

	UFUNCTION()
	void MoveY(float Val);

	UFUNCTION()
	void OnStartJump();

	UFUNCTION()
	void OnStopJump();
};

I initialize it on my gamemode like this: DefaultPawnClass = ACustomCharacter::StaticClass();

Im using the 4.3.1 version, Im sure default gamemode is set to my gamemode and all of the binds i have are created on engine too.

Any help will be appreciated,
Thanks

What exactly do you mean by “it’s not working”? Is the class not being used, is the character not able to move… with some more detail hopefully we can narrow it down.