Hard to know what’s going on without knowing what object it’s looking for when it throws the access violation. I’m still on 4.26 and some input stuff has changed in 5.0, but the way I’ve outlined is how I do mouse input bindings. You could make a fresh c++ third person project and look at how the character is setup for a clean example.
Moving from BindAxisVector to BindAxis gives me just a float parameter to work with, where I really want the “Mouse XY 2D-Axis” and that float parameter is always zero.
With BindAxis, you are binding per axis, so you need a MouseMoveUp, and MouseMoveRight. You should get a float for any input passed into that function. I’m not sure on the exact setup of bindvectoraxis as I don’t use it in my projects… It is made for things with a vector type input like pen tilt for instance.
Your input component setup looks correct, but I would setup 1D axis bindings for X and Y.
I thought about that, only then I have seperate events for one mouse movement. … which might be fine, as I can apply seperate rotations, but it seems there shoud be one MouseMove that gives me both axes.