BindAbility ActivationToInputComponent function Not Working

HI
I am using UE5

I am testing GAS activation by keyboard input.

I have input tag setup in project for which i can to manually activate the ability , this works, i just added a handler for the key and manually activate the ability.

But if i use BindAbilityActivationToInputComponent passing in my enum, the ability is never activated.

UENUM(BlueprintType)
enum class EAbilityInputID : uint8
{
#if 0
	// 0 None
	None				UMETA(DisplayName = "None"),
	// 1 Confirm
	Confirm				UMETA(DisplayName = "Confirm"),
	// 2 Cancel
	Cancel				UMETA(DisplayName = "Cancel"),
	// 3 Sprint  
#endif // 0

	Sprint				UMETA(DisplayName = "Sprint")

};

mvo_pGasComp->BindAbilityActivationToInputComponent(
			InputComponent,
			FGameplayAbilityInputBinds(FString("ConfirmTarget"),FString("CancelTarget"), FString("EAbilityInputID"))
		);

Any ideas?

cheers