Character fall on himself C++

Hello Guys,

I am a student at computer science and i am working on some software development for school. I would like to try something else with videogames with UE4 but i am really a newbie.
Instead of use BP, i would like tro train my C++ skills, and i tried to make a Character from scracth with a new C++ Class.
I created an Actor Class.

I coded his Component as Camera, Capsule, Skeletal Mesh, Arrow and Spring Arm. I gave him Default’s Skeletal Mesh from ThirstCharacterBP to test if my script worked but when i am Starting the game, my Character is just falling on himself as if there were not Physics asset.

There are two files, header and cpp.

.h


// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "Components/ArrowComponent.h"
#include "MyPawn.generated.h"


UCLASS()
class ENIGMAC_API AMyPawn : public APawn
{
    GENERATED_BODY()

public:
    // Sets default values for this pawn's properties
    AMyPawn();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public:    
    // Called every frame
    virtual void Tick(float DeltaTime) override;
    // Called to bind functionality to input
    virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    UCapsuleComponent* CapsuleComponent;
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    USkeletalMeshComponent* CharMesh;
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    USpringArmComponent* SpringArm;
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    UCameraComponent* Camera;
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
    UArrowComponent* ArrowComponent;
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly)

    float MovementForce;
    FVector2D MovementInput;
    void MoveUp(float Value);
    void MoveRight(float Value);
};



.cpp


// Fill out your copyright notice in the Description page of Project Settings.

#include "MyPawn.h"
#include "Components/InputComponent.h"

// Sets default values
AMyPawn::AMyPawn()
{
    // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    CapsuleComponent = CreateAbstractDefaultSubobject<UCapsuleComponent>("CapsuleComponent");
    ArrowComponent = CreateAbstractDefaultSubobject<UArrowComponent>("ArrowComponent");
    CharMesh = CreateDefaultSubobject<USkeletalMeshComponent>("CharMesh");
    SpringArm = CreateDefaultSubobject<USpringArmComponent>("SpringArm");
    Camera = CreateDefaultSubobject<UCameraComponent>("Camera");


    RootComponent = CapsuleComponent;
    ArrowComponent->SetupAttachment(CapsuleComponent);
    CharMesh->SetupAttachment(CapsuleComponent);
    SpringArm->SetupAttachment(CapsuleComponent);
    Camera->SetupAttachment(SpringArm);

    CharMesh->SetSimulatePhysics(true);
    MovementForce = 100;

    AutoPossessPlayer = EAutoReceiveInput::Player0;
}

// Called when the game starts or when spawned
void AMyPawn::BeginPlay()
{
    Super::BeginPlay();

}

// Called every frame
void AMyPawn::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    if (!MovementInput.IsZero())
    {
        //Scale our movement input axis values by 100 units per second
        MovementInput = MovementInput.GetSafeNormal() * 100.0f;
        FVector NewLocation = GetActorLocation();
        NewLocation += GetActorForwardVector() * MovementInput.X * DeltaTime;
        NewLocation += GetActorRightVector() * MovementInput.Y * DeltaTime;
        SetActorLocation(NewLocation);
    }
}

void AMyPawn::SetupPlayerInputComponent(UInputComponent * InputComponent)
{
    check(InputComponent);
    InputComponent->BindAxis("MoveForward", this, &AMyPawn::MoveUp);
    InputComponent->BindAxis("MoveRight", this, &AMyPawn::MoveRight);

}

// Called to bind functionality to input

void AMyPawn::MoveUp(float AxisValue) {
    /*FVector ForceToAdd = FVector(1, 0, 0) * MovementForce * Value;
    CharMesh->AddForce(ForceToAdd);*/
    MovementInput.X = FMath::Clamp<float>(AxisValue, -1.0f, 1.0f);
}

void AMyPawn::MoveRight(float AxisValue) {
    /*FVector ForceToAdd = FVector(0, 1, 0) * MovementForce * Value;
    CharMesh->AddForce(ForceToAdd);*/
    MovementInput.Y = FMath::Clamp<float>(AxisValue, -1.0f, 1.0f);

}



Thanks to help me and i’m sorru for this poor English.