UE4 C++ input binding not working in PlayerController

Hello world !

New in C++, what i’m trying to do is to Left mouse clic and spawn a line trace with the player controller.
So I put a input “SpawnTrace” in the PlayerController, I also put a Debug message but nothing working, I have
no print with the DebugMessage.
Here is the code:

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "CPP_Controller.generated.h"

UCLASS()
class FNJCPP_API ACPP_Controller : public APlayerController
{
	GENERATED_BODY()
	
	
public:
	ACPP_Controller();

	void SpawnTrace();

	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent);
};

.cpp file:

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

#include "CPP_Controller.h"
#include "Engine.h"


ACPP_Controller::ACPP_Controller()
{
	bShowMouseCursor = true;
}

void ACPP_Controller::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	PlayerInputComponent->BindAction("SpawnTrace", IE_Pressed, this, &ACPP_Controller::SpawnTrace);
}

void ACPP_Controller::SpawnTrace()
{
	if (GEngine)
	{
		GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Red, TEXT("TRACE"));
	}
}

and when i put an override at the end of the line:

virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

I have an error saying : " ‘override’ did not override any base class methods"

thank you guys :smiley:

Hello People, I found my answer right here :smiley: