# Any ways to bind axes and actions in non-UClass classes?

**URL:** <https://forums.unrealengine.com/t/any-ways-to-bind-axes-and-actions-in-non-uclass-classes/480419>\
**Category:** C++\
**Tags:** bind, Input, UClass, unreal-engine, CPP, question\
**Created:** [March 17, 2021, 1:24am UTC](https://forums.unrealengine.com/t/any-ways-to-bind-axes-and-actions-in-non-uclass-classes/480419 "2021-03-17T01:24:24Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![ACBYTES](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ACBYTES](https://forums.unrealengine.com/u/ACBYTES)\
**Post date:** [March 17, 2021, 1:24am UTC](https://forums.unrealengine.com/t/any-ways-to-bind-axes-and-actions-in-non-uclass-classes/480419/1 "2021-03-17T01:24:24Z")

</div>

Right now, I’m trying to get the input setup out of the player’s script and I don’t want to move it to an ActorComponent class or something that I should instantiate inside the game. Any ways to get it in the pure C++ classes?

---

<div class="post-metadata">

**Author:** ![Kehel18](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kehel18](https://forums.unrealengine.com/u/Kehel18)\
**Post date:** [March 17, 2021, 4:06pm UTC](https://forums.unrealengine.com/t/any-ways-to-bind-axes-and-actions-in-non-uclass-classes/480419/2 "2021-03-17T16:06:50Z")

</div>

You can create class that contains only static delegates and redirect input events from UInputComponent to these static delegates.
