Hi vaughnva,
The issue here is that Character has a CharacterMovementComponent that automatically handles the consumption/application of the MovementInput vector, while the base Pawn does not.
The base Pawn is quite simple and doesn’t have movement built in. However you can add your own movement implementation via blueprints in the EventTick if you like, or by adding a movement component in code (you can’t currently add one through the editor). In the case of implementing it via Blueprints, you probably don’t want to use the AddMovementInput() stuff, and would instead just handle the response to input yourself.
Another option is to use “DefaultPawn”, which does have a movement component and can be moved w/ the input functions. That Pawn is restricted to spherical collision however, and uses a simple floating/flying movement model.
I know it’s confusing to see the AddMovementInput nodes on the base Pawn without them doing anything. I’ll look in to trying to make this simpler, perhaps by adding a default movement component that you can then hook in to via Blueprints.