All the information I can find about binding to input events in C++ seems to require me to manually name a bunch of axes and actions in the project settings. But I don’t want to do that, I just want to bind to events that are already there! Specifically, I am doing this for VR, so I need to bind to the MotionController input events.
How can I do this? Is it possible to bind to events without manually naming things? Do I really have to do an approach like described in this question? Input->Keyobard binding in c++? - UE4 AnswerHub