Some general questions on (Pawn)InputComponent's persistence (SetupPlayerInputComponent)

Which of these is true for SetupPlayerInputComponent at the character level?

1-a. PawnInputComponent is created upon possession (SetupPlayerInputComponent call).
1-b. PawnInputComponent is created for every pawn/character at the start.

2-a. Upon re-possession, PawnInputComponent is not destroyed but actually reset; it is unique for the player and its lifetime is persistent across the game.
2-b. Upon re-possession, the previous PawnInputComponent is destroyed and a new one is created out of the newly possessed pawn. The lifetime of the InputComponent is obviously the lifetime of the possession.

*2: I’ve noticed via some conditional testing that bound actions don’t last, so it’s definitely either reset or destroyed and recreated. I have no idea which of it is true though.

Also one for PC_InputComponent (Controller’s)

3-a. Actions bound to the PC_InputComponent via SetupInputComponent lasts forever. There is nothing that can unbind it except by explicitly clearing actions from the InputComponent.
3-b. It’s still possible that the actions bound to the controller’s InputComponent can be reset outside the scope of InputComponent.

Lastly, just to be clear I understood correctly, are the InputComponents are called by a stack; Controller->Pawn->Character level? It seems that upon repossession, the Controller component remains (without me having to do anything), while a new Pawn/Character InputComponent is stacked and processed (again not having to clear any bindings).

I am using EnhancedInput system and by actions I mean InputActions

Sorry, one more.

4-a. Adding an InputMappingContext on EILP is almost like toggling. If the same one is already added, it will do nothing.
4-a. " is like a delegate stack: the same context added will make the context be processed multiple times (possibly creating bugs and/or affecting performance).