Input actions and axes will not work

I am setting up inputs on my player controller but they will not register at all.

H:

#pragma once

#include "CoreMinimal.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/PlayerController.h"
#include "RTSController.generated.h"

class ARTSManager;
class ABuildingManager;
class ARTSPawn;

UCLASS(Blueprintable)
class RTS_API ARTSController : public APlayerController
{
	GENERATED_BODY()

	protected:

	virtual void BeginPlay() override;
	virtual void PlayerTick(float DeltaTime) override;
	virtual void SetupInputComponent() override;

	public:

	void PrintF(float Float);
	void PrintB(bool Bool);
	void PrintS(FString String);

	ARTSManager* RTSManager;
	UPROPERTY()
	ABuildingManager* BuildingManager;
	ARTSPawn* RTSPawn;
	AActor* ActorUnderCursor;
	FVector CursorTerrainPosition;
	FVector2D TileLocation;

	bool bBuildMode;

	void Init();

	void MouseDetection();
	FVector2D GetTile();
	void LeftClick();
	void OnPanCameraRight(float Value);
	void OnPanCameraForward(float Value);
};

CPP:

#include "Player/RTSController.h"
#include "BuildingManager.h"
#include "RTSManager.h"
#include "RTSPawn.h"

void ARTSController::BeginPlay()
{
	Super::BeginPlay();

	RTSPawn = (ARTSPawn*) UGameplayStatics::GetPlayerPawn(this, 0);
	//PrintB(InputEnabled());
}

void ARTSController::PlayerTick(float DeltaTime)
{
	MouseDetection();

	FString Message = TileLocation.ToString();
	//GEngine->AddOnScreenDebugMessage(-1, 50, FColor::Blue, Message, true, FVector2D(1));

	if (bBuildMode)
		RTSManager->BuildingManager->UpdateGhostBuilding();
}

void ARTSController::SetupInputComponent()
{
	Super::SetupInputComponent();
	
	bEnableClickEvents = true;
	bShowMouseCursor = true;
	InputComponent->BindAction("LeftClick", IE_Released, this, &ARTSController::LeftClick);
	InputComponent->BindAxis("PanCameraRight", this, &ARTSController::OnPanCameraRight);
	InputComponent->BindAxis("PanCameraForward", this, &ARTSController::OnPanCameraForward);
	PrintB(InputEnabled());
	PrintS("In");
}

void ARTSController::PrintF(float Float)
{
	GEngine->AddOnScreenDebugMessage(-1, 50, FColor::Black, GetClass()->GetName() + ": " + FString::SanitizeFloat(Float), true, FVector2D(1));
}

void ARTSController::PrintB(bool Bool)
{
	GEngine->AddOnScreenDebugMessage(-1, 50, FColor::Black, GetClass()->GetName() + ": " + (Bool ? "True" : "False"), true, FVector2D(1));
}

void ARTSController::PrintS(FString String)
{
	GEngine->AddOnScreenDebugMessage(-1, 50, FColor::Black, GetClass()->GetName() + ": " + String, true, FVector2D(1));
}

void ARTSController::MouseDetection()
{
	FHitResult TerrainHit;

	GetHitResultUnderCursor(ECollisionChannel::ECC_GameTraceChannel1, false, TerrainHit);

	CursorTerrainPosition = TerrainHit.Location;
	TileLocation = GetTile();

	FHitResult ActorHit;

	GetHitResultUnderCursor(ECC_Visibility, false, ActorHit);

	ActorUnderCursor = ActorHit.GetActor();
}


FVector2D ARTSController::GetTile()
{
	float GridSize = 100;

	float X = FMath::FloorToFloat(CursorTerrainPosition.X / GridSize);
	float Y = FMath::FloorToFloat(CursorTerrainPosition.Y / GridSize);

	return FVector2D(X, Y);
}

void ARTSController::LeftClick()
{
	if (bBuildMode)
		BuildingManager->PlaceBuilding();

	GEngine->AddOnScreenDebugMessage(-1, 50, FColor::Black, "Left click", true, FVector2D(1));
}

void ARTSController::OnPanCameraRight(float Value)
{
	RTSPawn->PanRightValue = Value;
}

void ARTSController::OnPanCameraForward(float Value)
{
	RTSPawn->PanForwardValue = Value;
}

Have you set the player controller class, in the GameMode, to use ARTSController?

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