This looks ok. Did you change any values in the Movement component? For example, setting max acceleration or movement speed to 0 could cause movement to stop.
Another thing, although I don’t believe it is related to that: I do not use the pawn sensing, but work with AI Perception instead. If you just trigger the AI MoveTo by a simple keyboard press event instead of the follow player logic: for debugging, reducing things to minimum is always a good idea.