Try adding this to your PlayerInput class:
//-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
//Captures all keypresses
//-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
function bool KeyInput(int ControllerId, name KeyName, EInputEvent IEvent, float AmountDepressed, optional bool bGamepad);
I don’t actually see in in the base UDK code, it’s been so long since I added. Can’t remember how it’s hooked up.
Edit: You need to add this to your PlayerInput default props:
OnReceivedNativeInputKey=KeyInput