How to use bindaxis on actor?

I am making an interactable actor and I am not sure what to do with my axis value when I call my function. H file:

void BindToActor(UInputComponent* inputComponent);

void StartAnimation(float Val);

UFUNCTION()
void TimelineProgress(float Value);


FTimeline FCurveTimeline;
UPROPERTY(EditAnywhere,Category = "Movement")
UCurveFloat* CurveFloat;
UPROPERTY()
	FRotator StartLoc;
UPROPERTY()
	FRotator EndLoc;

UPROPERTY(EditAnywhere,Category = "Timeline")
	float ZOffset;

cpp:

void AInteractBase::BeginPlay()
{

Super::BeginPlay();

StartAnimation(); ??

}

void AInteractBase::BindToActor(UInputComponent* inputComponent)
{

InputComponent->BindAxis("TurnRight", this, &AInteractBase::StartAnimation);

}

void AInteractBase::StartAnimation(float Val)
{

FOnTimelineFloat TimelineProgress;

TimelineProgress.BindUFunction(this, FName("TimelineProgress"));

FCurveTimeline.AddInterpFloat(CurveFloat, TimelineProgress);
FCurveTimeline.SetLooping(true);
StartLoc = EndLoc = GetActorRotation();


FCurveTimeline.PlayFromStart();

EndLoc.Yaw += Val;

}

void AInteractBase::TimelineProgress(float Value)
{

FRotator NewLocation = FMath::Lerp(StartLoc, EndLoc, Value);
SetActorRotation(NewLocation);

}

Well I need to call my start animation function in beginplay() for it to start, but what happens to axis value? notice

EndLoc.Yaw += Val; in my startanimation function, when I call it, it says I need to add function parameters when I already have an access value that is attached to my “TurnRight” BindAxis, what am I supposed to do ?