Enhanced Input Key Value Passthrough

I’m using the Enhanced Input with 5.1 and C++, and I’m trying to allow my player to simply type when certain conditions are true. However, I don’t see a way to simply pass the FKey values through the Enhanced Input. I would like to be able to have them press any key, and then get the FKey value out of the FInputActionValue that passes into the function bound to the action. Is there any way to do this other than creating dozens of individual actions (one for each input key)?
Thanks!

The function that I’m hoping to use:
void AMyCharacter::Type(const FInputActionValue &Value)
{

//Get Key Value to pass through to my String-Builder.
}

So, the solution that I’ve come up with to avoid making individual Input Actions, Input Action mappings, and methods for every key is to make individual key assignments on the same Input Action in the Mapping Context. Each Key Mapping is triggered by a different key, and adds a 1 dimensional scalar value modifier which is equivalent to the ASCII value of the character pressed.

I have to manually add the mappings and scalar values, however, I only have to do this once for each key, instead of several times making new Input Actions and Functions to accompany them.

Note, I’m sending scalar modifiers from the key mappings in the Mapping Context, not the Input Action, as that would require individual Input actions for each key.

This results in a keymapping for every key I want the user to be able to type with, but then only one Input Action, One Input Action Mapping, Binding, and Method.
It is not elegant, but it is a hack that seems to work.