Custom UCharacterMovementComponent - Axis mapping help

I’m trying to figure out how to map Axis bindings from the editor to a custom CharacterMovementComponent, but have been unsuccessful thus far. The same functions used when mapping for pawns does not seem to be able to be used with the component. I posted on AnswerHub but it was quickly buried beneath other questions, here’s the original question

Normally it isn’t the component that reads the axis directly, its the owning Actor that does and then calls functions on the movement component. You can see this setup in many of the templates.