Instead of using
if (currentPlayerController->WasInputKeyJustPressed(EKeys::E))
{
DoSomethingWhenPressed();
}
I think you should use something like:
InputComponent->BindAction("<yourinputname>", IE_Pressed, this, &<yourobject>::<themethodyouwanttobecalled>);
in the class of your pawn, in the method void ATPSProjectCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)