I tried the template approach, where it overrides SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
in the ACharacter
derived class, and then bind delegates by calling e.g: PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
For some reason this reminded me to include Super::SetupInputComponent();
in my APlayerController::SetupInputComponent
and the bindings started working. The editor wouldn’t crash any longer.