Input action can be problematic in a lot of cases, the common ui input is not a very good solution it that terms to be honest especiialy when multiple inputs connected. However your single problem is gamepad name is not something like PS5 probably writing something else already there.
There are player cases with keyboard + gamepad input. Player uses gamepad for movement and keyboard for presses and vice versa, sometimes it causes flickers in different input too.
Here is my custom UIInputAction Handler widget. It is quite handy and extendable and much more easier to use 
Here its blueprint scripts (hope its readable but also snippet can be accessed from here)
Here is the widget hierarcy, I have a custom widget type but its just a user widget after all. When you define an input on it, it basically searches appropiate icon from database for the appropiate input and displays it to player.
Here is the data table and a simple struct for image library.
and even think I will share the table as Json so future visitors can found input names list without doing excel work.
InputIconsList.json (36.5 KB) and icons name organised
NameOrganisedInputIcons.zip (623.4 KB)
I use generic/universal icons for my setup on gamepad, however you can add brand specific ones and select them with ease. On top of these custom umg behind in c++ asks something specific for a movement input and considers this as main input, so if there is setups like gamepad + keyboard it doesn’t flicker. Maybe I should sell it or extend commonui code as beleif in free code.
If you want to just detect input changed event and identify it as specific to various type you can use this below to identify.
As mentioned you can just use event for it, but if you want to debug on tick.
Still afaik name can be different on different versions and depends ofcourse how hardware recognised in player operating system.
Hope it helps.