You should debug the input routing then, might be able to see the call stack in blueprints, otherwise visual studio.
This input should work if:
- The playercontroller’s input mode != UI.
- The game is not paused or the node runs paused.
- The input is not handled elsewhere (preprocessor, widget, override (consuming)).
I don’t see anything wrong with it. I use the InputAction node on my playercontroller to open up the UI and set the input mode to UI, after that all input is routed through the widget’s OnKeyDown event which closes the UI and sets the input mode back to Game or Game + UI. This works just fine. Input actions configured on a widget like on your screenshot are also copied over to the playercontroller’s input component. Wrote a bit about it here:
If you click the node you get a few checkboxes on the details panel where you can choose if it should override any other bindings, could be you have another node somewhere else on the same action / maybe key which conflicts with this.