BindAxis C++ returns 0

Hey everyone! For some reason, when I bind in C++ the callback function only prints a 0. Is there any step that changed from previous versions? My project is brand new, but for some reason, I only get to receive the actual value if I use it on a blueprint.
Here is my code:

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "CPawn.generated.h"

UCLASS()
class CUBEMOVEMENT_API ACPawn : public APawn
{
	GENERATED_BODY()

public:
	// Sets default values for this pawn's properties
	ACPawn();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

	// Called to bind functionality to input
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

	UFUNCTION()
	void MoveForward(float Throttle);
	UFUNCTION()
	void MoveRight(float Throttle);
};

// Fill out your copyright notice in the Description page of Project Settings.


#include "CPawn.h"

// Sets default values
ACPawn::ACPawn()
{
 	// 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;

}

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

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

}

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

	check(PlayerInputComponent);

	PlayerInputComponent->BindAxis("MoveForward",this,&ACPawn::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight",this,&ACPawn::MoveRight);

}

void ACPawn::MoveForward(float Throttle)
{
	UE_LOG(LogTemp, Warning, TEXT("Forward: %d"),Throttle);
}

void ACPawn::MoveRight(float Throttle)
{
	UE_LOG(LogTemp, Warning, TEXT("Right: %d"),Throttle);
}

Nothing to fancy.

I would appreciate any comment, feedback, or advice you would have.

Hello! You can try to use %f instead of %d

use %f

UE_LOG(LogTemp, Warning, TEXT(" %s called with Input Axis Value %f"), TEXT(__FUNCTION__), Throttle);