Enhanced Input : Separating Chorded and Pressed

I need to use gamepad button combo’s. Example:
FaceLeft and DpadLeft (Combo)
FaceLeft on it’s own.
DpadLeft on it’s own.
On an xbox controller this would look like Holding X, tap the left dpad, then release in whatever order.

If I put a chorded Mapping in to an IMC, I ALSO have to put the base keys or else the chorded action doesn’t fire. I have also tried just putting the chorded in the Action file but have the same problem.

So then when I press the two keys in the combo, I get this output From PrintString

FaceLeft
DpadLeft
FaceLeft
Combo

It appears that the Event pin doesn’t make a different between started and completed. I have also been unable to reorder the Combo too the top of the list and consume the input in the IA’s.

At this point the only way forward I can think of is to set bools, and check them so I can mute the events I don’t want OR to just build a whole system of my own on top of triggered and do all the state management myself.

Does anyone know if EI can actually do what I want without building it all in BP myself with polling for the second keypress?