Behaviour Tree 'Move To' not moving Pawn

My Behaviour Tree is configured for my pawn to follow the player (‘Find Resource’ simply finds the location of the player in C++, and updates the Destination key on the Blackboard)

But when the BT lands on ‘Move To’, it immediately exits back to ‘Find Resource’, and the pawn never moves.

The BB Destination value is correct because as my player moves around, the value continuously updates.

BP_Citizen is a blueprint created from a C++ pawn class.
BP_Citzen is wired up to a CitizenAiController, and OnPossess() successfully runs.
I have placed a NavMesh in the scene.

Why does ‘Move To’ on the BT immediately exit?
Can I get any more debug information about why the step is failing/exiting?

Had to dig into the deep core of the engine to realise that Pawns can’t move by default…