Thanks Alien,
Unfortunately, your solution didn’t seem to help my case. Fortunately, I think I did fix my issue, though I am confused as to why it works. I was able to get the pawn to move by using Set World Location and moving the pawn’s Static Mesh Component instead of the DefaultSceneRoot. I thought that moving the root should also move any subcomponents along with it. If this isn’t intended behavior, is there a setting I may have overlooked to rectify this?