Enhanced Input not Detected On Character Class

I did start this project as a C++ initially. However, the “EnhancedInput” module was not in either dependency modules.

So, I tried putting it in each to test it out and still had the same results.

For the InputActions, I put those in the character class.

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Input)
	UInputMappingContext* PlayerInputMapping;
	
	UPROPERTY(EditDefaultsOnly, Category = Input)
	UInputAction* IA_Move;
	
	UPROPERTY(EditDefaultsOnly, Category = Input)
	UInputAction* IA_Look;
	
	UPROPERTY(EditDefaultsOnly, Category = Input)
	UInputAction* IA_Interact;

	UPROPERTY(EditDefaultsOnly, Category = Input)
	UInputAction* IA_RotateObject;

	UPROPERTY(EditDefaultsOnly, Category = Input)
	UInputAction* IA_OpenInventory;

As for the ClearAllMappings(), that was from a tutorial so I just added it there for consistency’s sake.