Cannot get buttonDown to register using new input system

For whatever reason jumpButtonDown is always false outside of my OnJump function. I am not sure if I am missing something, or how I can create a variable that tracks when I press the jump button outside of the OnJump function.

    public void OnJump(InputAction.CallbackContext context) {
        jumpAction = context.ReadValue<float>();
        jumpButtonDown = context.started;
        if (context.started && (touchingDirections.IsGrounded || jumpsRemaining != 0 && !IsWallJumping && !IsWallSliding)) {
            rb.velocity = new Vector2(rb.velocity.x, jumpsRemaining != maxJumps ? doubleJumpeImpulse : jumpImpulse);

            jumpsRemaining--;
        }
        if (context.canceled && rb.velocity.y > 0 && !IsWallJumping && !IsWallSliding) {
            rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * 0.5f);
        }
    }

    private void WallJump() {
        if (IsWallSliding) {
            IsWallJumping = false;
            wallJumpingDirection = -transform.localScale.x;
            wallJumpingCounter = wallJumpingTime;

            CancelInvoke(nameof(StopWallJumping));
        } else { 
            wallJumpingCounter -= Time.deltaTime;
        }

        if (jumpButtonDown && wallJumpingCounter > 0f) {
            IsWallJumping = true;
            rb.velocity = new Vector2(wallJumpingDirection * wallJumpingPower.x, wallJumpingPower.y);
            wallJumpingCounter = 0f;

            Invoke(nameof(StopWallJumping), wallJumpingDuration);
        }
    }

    private void Update() {
        horizontal = moveInput.x;

        WallSlide();
        WallJump();
        if (jumpButtonDown) {
            Debug.Log("jumpButtonDown in Update");
        }

        if (touchingDirections.IsGrounded && !(jumpAction > 0)) {
            jumpsRemaining = maxJumps;
        }
        if (!touchingDirections.IsGrounded && jumpsRemaining > (maxJumps - 2)) {
            jumpsRemaining = maxJumps - 1;
        }
    }

Have a reference to it’s respective InputAction and check it’s .IsPressed() method instead.