Tick and input actions order of execution

This is an old question - but the order of input delegate events vs actor ticking has been bugging me for a couple of days now and I think I found the answer by simply attaching the debugger to a compiled version of the engine (4.22 in this case), and checking the callstack when a bound input delegate is called:

APlayerController has a tickgroup of TG_PrePhysics:
(more on tick groups)

During the APlayerController tick, ProcessPlayerInput is called, which fires off all the bound delegates for registered InputComponents

So, bound input delegates are called during TG_PrePhysics - here’s the callstack:

 	UE4Editor-DASH.dll!ADASHPlayerActor::OnBeginDash() Line 123	C++
 	[Inline Frame] UE4Editor-Engine.dll!TBaseDelegate<TTypeWrapper<void> >::Execute() Line 561	C++
 	UE4Editor-Engine.dll!FInputActionUnifiedDelegate::Execute(const FKey Key) Line 252	C++
 	UE4Editor-Engine.dll!UPlayerInput::ProcessInputStack(const TArray<UInputComponent *,FDefaultAllocator> & InputComponentStack, const float DeltaTime, const bool bGamePaused) Line 1306	C++
>	UE4Editor-Engine.dll!APlayerController::ProcessPlayerInput(const float DeltaTime, const bool bGamePaused) Line 2473	C++
 	UE4Editor-Engine.dll!APlayerController::TickPlayerInput(const float DeltaSeconds, const bool bGamePaused) Line 4461	C++
 	UE4Editor-Engine.dll!APlayerController::PlayerTick(float DeltaTime) Line 2134	C++
 	UE4Editor-Engine.dll!APlayerController::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 4601	C++
 	UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 164	C++
 	[Inline Frame] UE4Editor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type) Line 285	C++