I’m not sure what versions the rest of you guys are using, or in what version is was changed, but Input Component seems to have been replaced by Movement Component. UInputComponent is still a valid statement but it wasn’t what was spawning on the Default Pawn at runtime so the Log to check for it wasn’t working.
With a little code editing I got it working fine, just has to use UMovementComponent instead. Just a heads up for anyone else who may have run into this issue.
EDIT:
Also just found out that BindAction doesn’t seem to be accessible through UMovementComponent so I had to add the private variable for the InputComponent back into the header file to regain the access. Not sure if there’s another way around it but that was my solution.