I finally found my answer I simply needed to get the input component from the PlayerController.
The EnableInput was also nessecary
void AMyActorAnimation::BeginPlay()
{
Super::BeginPlay();
APlayerController* PC = GetWorld()->GetFirstPlayerController();
EnableInput(PC);
PC->InputComponent->BindAction("Jump", EInputEvent::IE_Pressed, this, &AMyActorAnimation::PlayJump);
PC->InputComponent->BindAction("Walk", EInputEvent::IE_Pressed, this, &AMyActorAnimation::PlayWalk);
PC->InputComponent->BindAction("Run", EInputEvent::IE_Pressed, this, &AMyActorAnimation::PlayRun);
PC->InputComponent->BindAction("Slash", EInputEvent::IE_Pressed, this, &AMyActorAnimation::PlaySlash);
PC->InputComponent->BindAction("Shoot", EInputEvent::IE_Pressed, this, &AMyActorAnimation::PlayShoot);
}