GAS ability activation Input is invalid

I tried to write a demo to learn the gas plugin. At first, I tried to activate the skill by inputing directly, but somehow the input wasn’t perceived。Help me plz,thx。
Followings:

ASPlayerCharacter::ASPlayerCharacter()
{
	AbilitySystemComponent = CreateDefaultSubobject<USAbilitySystemComponent>("AbilitySystemComponent");
}

void ASPlayerCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	PlayerInputComponent->BindAxis("MoveForward", this, &ASPlayerCharacter::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &ASPlayerCharacter::MoveRight);
	PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
	PlayerInputComponent->BindAxis("Lookup", this, &APawn::AddControllerPitchInput);

	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ASPlayerCharacter::Jump);

	BindASCInput();
}

void ASPlayerCharacter::PossessedBy(AController* NewController)
{
	Super::PossessedBy(NewController);
	if (AbilitySystemComponent.IsValid()) {
		AbilitySystemComponent->InitAbilityActorInfo(this, this);
		AddCharacterAbilities();
	}
}

void ASPlayerCharacter::BindASCInput()
{
	if (!ASCInputBound && AbilitySystemComponent.IsValid() && IsValid(InputComponent))
	{
		AbilitySystemComponent->BindAbilityActivationToInputComponent(InputComponent, FGameplayAbilityInputBinds(FString("ConfirmTarget"),
			FString("CancelTarget"), FString("SAbilityInputID"), static_cast<int32>(SAbilityInputID::Confirm), static_cast<int32>(SAbilityInputID::Cancel)));
		ASCInputBound = true;
	}
}

UENUM(BlueprintType)
enum class SAbilityInputID : uint8
{
	// 0 None
	None			UMETA(DisplayName = "None"),
	// 1 Confirm
	Confirm			UMETA(DisplayName = "Confirm"),
	// 2 Cancel
	Cancel			UMETA(DisplayName = "Cancel"),
	// 3 LMB
	Ability1		UMETA(DisplayName = "Ability1"),
	// 4 RMB
	Ability2		UMETA(DisplayName = "Ability2"),
	// 5 Q
	Ability3		UMETA(DisplayName = "Ability3"),
	// 6 E
	Ability4		UMETA(DisplayName = "Ability4"),
	// 7 R
	Ability5		UMETA(DisplayName = "Ability5"),
	// 8 Sprint
	Sprint			UMETA(DisplayName = "Sprint"),
	// 9 Jump
	Jump			UMETA(DisplayName = "Jump")
};