Do Input bind in a Blueprint PlayerController


I’m trying to replace this code C++ from a class that inherits from APlayerController:

void APaddle::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)

	// Bind "MovePaddle" Axis Mapping with APaddle::Move_ZAxis method.
	InputComponent->BindAxis(TEXT("MovePaddle"), this, &APaddle::Move_ZAxis);

I have created a blueprint class that inherits from Player Controller but I don’t know how to setup the player input controller.

How can I do it?