yep, you don’t have a movement component(at least not visible), also, if you want to have any actual collision for your tank, get use to using default add physical linear velocity/angular velocity, and add force/torque.
Because of the following reason:(I know just scale the input and let input do the job sounds easier, but it’s not.)
all the collision happens on a collision shape component(default you got box/sphere/capsule), plus skeleton mesh and static mesh component.
If you try to move your pawn manually, you would have to hook up the collision in C++, if you can do that, you will not be posting here.
for moving a pawn for real, you need to move the [ROOT] component( check your component tab), if you check Content Examples’s input examples(which has a room with a UFO in last room),
you’ll see that they actually use static mesh as its [ROOT] component, why, because you can then just apply the input axis value directly on “self” physics related call, and all other things will follow(say a 3rd person spring arm camera).
so go and check how that input example work, it helped me a lot.