you still need to add the mapping somewhere other than SetupInput
//Add Input Mapping Context
if (UEnhancedInputLocalPlayerSubsystem* InputSubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
{
InputSubsystem->AddMappingContext(DefaultMappingContext, 0);
}
I do it in BeginPlay I believe the Sample projects also do it in BeginPlay