AI Pawn Movement

I can’t for the life of me figure out how to implement custom movement for a Pawn derived class that uses an AIController. I’m trying to change the movement component such that the pawn rotates to face its movement direction before moving (maybe with some degree of allowance). The hours I’ve spent combing through engine source haven’t made anything clearer. This is for an RTS. Help?

Edit: As for what I have so far, I’ve used the TickComponent function in at the bottom of the page for my custom movement component. My pawns have a circle cut out around them in the navmesh, even though I’ve unchecked “Can Ever Affect Navigation”. In my right click function I’m calling ai->MoveToLocation(location) where the ai is the controller for the pawn.