InputComponent->BindAction() at runtime

The question is basically — Can I use InputComponent->BindAction() at any time during the game to add a function that I want to be executed for specific Input Action.

I am asking because it seems like by default the binding process is carried out in SetupPlayerInputComponent() which is called by the PawnClientRestart() method in APawn. And there is a whole bunch of things going on there:

 if (InputComponent)
{
	SetupPlayerInputComponent(InputComponent);
	InputComponent->RegisterComponent();
	if (UInputDelegateBinding::SupportsInputDelegate(GetClass()))
	{
		InputComponent->bBlockInput = bBlockInput;
		UInputDelegateBinding::BindInputDelegates(GetClass(),
                InputComponent);
	}
}

Is using BindAction() or RemoveActionMapping() sufficient for changing what function should be called on specific Input Action, or should I call some other stuff after.

up