Hi there.
I had a similar issue here and what happened to me was that at my custom Player Controller blueprint I was using an “AnyKey” event to check if the input is Gamepad or not. The problem was: this AnyKey event has the “Consume Input” boolean variable checked. If you are using it something like that, it worth a try to check if this Consume Input is not blocking other input action call.
Hope this help someone!