Is there a way to trigger InputActions in the Enhanced Input system from C++ functions?

I’m wondering if there’s a way to trigger InputActions from the Enhanced Input system similar to how a delegate or a function would work.

For a longer explanation of what I’m asking with some specifics: The reason that I ask is because I was looking into implementing native SteamInput support into my project (mainly for the flexible input remapping, support for more than just Xbox controllers out of the box, and it’s systems that automates grabbing correct button prompts for the controller), and the way how that input system works is that you poll for inputs per-frame, and have those checks call functions. But for the reason of not wanting messy code, having something that interfaces with the engine’s built-in action based input system would be ideal.

Engines like Godot have some functionality built-in that can trigger input actions (Although sadly not float or vector based inputs at the moment), and with Unity, you can at least create a fake input device where you can programmatically trigger inputs.