Generally input handling is so specific (for player’s and classes) and tends to be iterated on a lot, that keeping all that code in a single place in the Player is normally the cleanest way to go (or you set up a state machine that has various states each with different input rules).
I don’t mean to dissuade you from trying your approach and keeping input checking contained within the Ability - there’s just no current support for that so you’d have to create your own Task by inheriting from IAblAbilityTask. The editor and such will automatically find it once you create it. You can use a simple task like “Play Sound Effect” as an example.