Modifying FInputActionBinding& doesn't do anything

auto& Binding = PlayerInputComponent->BindAction(“Jump”, IE_Pressed, this, &ACharacter::Jump);
Binding.bConsumeInput = false;

The above code does not seem to work and the Jump method is still called. I’m not sure if this is me not understanding how C++ works or a genuine bug as I get the returned value by reference.

It seems like I misinterpreted what bConsumeInput means. It doesn’t actually “block” the function it’s bound to. Seems like it just stops propagation. Think event.stopPropagation() in web dev terms.