[EnhancedInput] How can I avoid 50 UInputAction instances in my Character

I have a complex input paradigm that needs a lot of different kinds of input and I would rather not have to map them all in the blueprint and declare all 50 UInputAction variables and map them. Does someone have an idea that doesnt result in cluttered bloated code?

If you have 50 things the user can do, you need 50 pieces of code to react to the user.
Exactly how you structure that is up to you – but if the game design is bloated, then the code becomes bloated to match, that’s just a simple fact of development.