Thank you very much Marc, this worked!
void ACOMCameraActor::BeginPlay()
{
Super::BeginPlay();
if (GetOwner() && Cast<APlayerController>(GetOwner()))
{
PCOwner = Cast<APlayerController>(GetOwner());
}
if (PCOwner)
{
InputComponent = ConstructObject<UInputComponent>(UInputComponent::StaticClass(), this, "Input Component");
InputComponent->bBlockInput = bBlockInput;
if (InputComponent)
{
InputComponent->BindAction("CameraZoomIn", EInputEvent::IE_Pressed, this, &ACOMCameraActor::ZoomIn);
InputComponent->BindAction("CameraZoomOut", EInputEvent::IE_Pressed, this, &ACOMCameraActor::ZoomOut);
InputComponent->BindAction("EnableCameraRot", EInputEvent::IE_Pressed, this, &ACOMCameraActor::StartRotation);
InputComponent->BindAction("EnableCameraRot", EInputEvent::IE_Released, this, &ACOMCameraActor::StopRotation);
EnableInput(PCOwner);
}
}