C++ Enhanced Input (Input action)

Hi.
This code is from documentation. I don’t know how to use my custom c++ created “input action” class in place of “MyInputAction”

// Make sure that we are using a UEnhancedInputComponent; if not, the project is not configured correctly.
if (UEnhancedInputComponent* PlayerEnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
    // There are ways to bind a UInputAction* to a handler function and multiple types of ETriggerEvent that may be of interest.

    // This calls the handler function on the tick when MyInputAction starts, such as when pressing an action button.
    if (MyInputAction)
    {
        PlayerEnhancedInputComponent->BindAction(MyInputAction, ETriggerEvent::Started, this, &AMyPawn::MyInputHandlerFunction);
    }

    // This calls the handler function (a UFUNCTION) by name on every tick while the input conditions are met, such as when holding a movement key down.
    if (MyOtherInputAction)
    {
        PlayerEnhancedInputComponent->BindAction(MyOtherInputAction, ETriggerEvent::Triggered, this, TEXT("MyOtherInputHandlerFunction"));
    }
}

I had come from the same page. there was no information about what I asked.

I know how to setup the plugin and I once tested it in BP

In the project settings, documentation shows how:

Here is a tutorial about Enhanced Input In UE4 Video Link On YouTube

You can create a child blueprint of “MyInputAction” by right clicking in the content browser and selecting Miscellaneous > Data Asset. If you use the plugins built in menu it will always create an InputAction of the base class, without the option to reparent it anywhere.
Same goes for UInputMappingContext child classes.