How to use Enhanced Input Action with UI?

Im trying to make a widget that simply lets me use the new “back” to exit and other functions like drop, next tab, etc. im able to get the input to show up visually on the button, but it does not function. here is the code im using. what am i doing wrong? when i click the button it does the expected result, but i need it to do that when i press the input

using { /Fortnite.com/Devices }

using { /Verse.org/Input/UI }

using { /Verse.org/Simulation }

using { /UnrealEngine.com/ControlInput }

using { /UnrealEngine.com/Temporary/UI }

hello_world_device := class(creative_device):

OnBegin<override>()<suspends>:void=

    for(Player : GetPlayspace().GetPlayers()):

        Widget := NewWidgetBlueprint{}

        if(PlayerUI := GetPlayerUI\[Player\], PlayerInput := GetPlayerInput\[Player\]):

            PlayerUI.AddWidget(Widget, player_ui_slot{ InputMode := ui_input_mode.All })

            PlayerInput.AddInputMapping(InventoryMenuMapping)

            PlayerInput.GetInputEvents(Drop).ActivationTriggeredEvent.Subscribe(Test)



Test(Player:player, KeyDown:logic):void=

    Print("KeyDown:{KeyDown?and"yes"or"no"}?")