Enhanced Input Mouse X Axis Value Always 0

Hey everyone,

I’m currently experimenting with the enhanced input system for the first time, and I’ve been reading through the documentation. However, I’m a bit stuck and not sure where I’m going wrong.

The problem I’m facing is that the “Value” parameter is always being passed as 0, and I can’t quite figure out why. Here’s a snippet of the code I’m working with:

void ACustomizationController::SetupInputComponent()
{
    Super::SetupInputComponent();

    EnhancedInputComponent = Cast<UEnhancedInputComponent>(InputComponent);

    if (EnhancedInputComponent)
    {
        EnhancedInputComponent->BindAction(LeftMouseButtonDown, ETriggerEvent::Triggered, this, &ACustomizationController::OnLeftMouseDown);
        EnhancedInputComponent->BindAction(LeftMouseButtonUp, ETriggerEvent::Triggered, this, &ACustomizationController::OnLeftMouseUp);
        EnhancedInputComponent->BindAction(RotateMann, ETriggerEvent::Ongoing, this, &ACustomizationController::RotateMannequin);
    }
}

void ACustomizationController::RotateMannequin(const FInputActionValue& Value)
{
    if (bIsMouseButtonDown)
    {
        float MouseDeltaX = Value.Get<FInputActionValue::Axis1D>();
        FString AxisValueString = FString::SanitizeFloat(MouseDeltaX);

        // Rest of the code...
    }
}

I’d really appreciate it if someone could help me understand why “Value” is consistently 0. I’ve been poring over the documentation, but I can’t seem to find the solution.

Here is my mapping context and input action in question:

Thanks a bunch for any assistance you can provide!

did you find a solution?