BindAxis or BindAction?

Hi!

I have this code:


void ASCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

    if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
    {
        		EnhancedInputComponent->BindAction(MoveForwardAction, ETriggerEvent::Triggered, this, &ASCharacter::Move);
		EnhancedInputComponent->BindAction(MoveRightAction, ETriggerEvent::Triggered, this, &ASCharacter::MoveRight);
		EnhancedInputComponent->BindAction(TurnAction, ETriggerEvent::Triggered, this, &ASCharacter::Turn);
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ASCharacter::JumpCharacter);
		EnhancedInputComponent->BindAction(LookupAction, ETriggerEvent::Triggered, this, &ASCharacter::Lookup);
		EnhancedInputComponent->BindAction(PrimaryAttackAction, ETriggerEvent::Triggered, this, &ASCharacter::PrimaryAttack);
    }
}

With Input Action which are Digital(bool) and Axis1D(float).

Is there a better way to deal with Axis1D(float) Input Action? Because there is a BindAxis method also.

Thanks!