I ran into the same issue. Backtracking through some the compatibility code, you can use something like:
const FGameplayAbilityInputBinds Binds(
"Confirm",
"Cancel",
FTopLevelAssetPath(GetPathNameSafe(UClass::TryFindTypeSlow<UEnum>("EDGAbilityInputID"))),
static_cast<int32>(EDGAbilityInputID::Confirm),
static_cast<int32>(EDGAbilityInputID::Cancel));
if you actually look at what path that GetPathNameSafe
returns, it seems like: "/Script/[ProjectName].[EnumName]"
(or FTopLevelAssetPath("/Script/[ProjectName].[EnumName]")
for the parameter). At least, that’s what it was for my project and configuration.