AddControllerYawInput has no effect

I am trying to create a custom Pawn with behavior similar to DefaultPawn.That’s floating camera (move and rotate )

the code looks like this now:

ASLPawn::ASLPawn()
{
     // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;
    mMovementComponent = CreateDefaultSubobject<UPawnMovementComponent,UFloatingPawnMovement>("SL_movement");
    mDummyMesh = CreateDefaultSubobject<UStaticMeshComponent>("SL_m1");
     mCam = CreateDefaultSubobject<UCameraComponent>("cam1"); 
}

// Called when the game starts or when spawned
void ASLPawn::BeginPlay()
{
    Super::BeginPlay();

}

// Called every frame
void ASLPawn::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void ASLPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

    PlayerInputComponent->BindAxis("MoveForward", this, &ASLPawn::MoveForward);
    PlayerInputComponent->BindAxis("MoveRight", this, &ASLPawn::MoveRight);
    PlayerInputComponent->BindAxis("Turn", this, &ASLPawn::Turn);
    PlayerInputComponent->BindAxis("LookUp", this, &ASLPawn::LookUp);

}

UPawnMovementComponent* ASLPawn::GetMovementComponent() const
{
    return mMovementComponent;
}


void ASLPawn::MoveForward(float value)
{
    AddMovementInput(GetActorForwardVector(), value);
}
void ASLPawn::MoveRight(float value)
{
    AddMovementInput(GetActorRightVector(), value);
}

void ASLPawn::Turn(float value)
{
    AddControllerYawInput(value);
}
void ASLPawn::LookUp(float value)
{
    AddControllerPitchInput(value);
}

What happens is that the move left,right,forward,backward works. But Yaw and Pitch doesn’t change. I debugged the
callback functions Turn() and LookUp() - those are being triggered during mouse movement.But nothing happens to the pawn.What am I missing here?