Character Movement Component on Pawn

Title says it all, I have a pawn who works with FloatingPawnMovement but now with CharacterMovementComponent

    PrimaryActorTick.bCanEverTick = true;

    UCapsuleComponent *capsule = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule Collider"));
    RootComponent = capsule;
    capsule->InitCapsuleSize(22.0, 44.0);

    m_mcomp = CreateDefaultSubobject<UCharacterMovementComponent>(TEXT("CharacterMovementComponent"));
    m_mcomp->UpdatedComponent = RootComponent;
    m_speed = 500;

this is how I init it
and this is how I get my comp

UPawnMovementComponent* AMPlayer::GetMovementComponent() const
    return m_mcomp;

Ok nice, so you’ve added the capsule required by the CMC. Which movement mode are you using? Does the pawn have a skeleton or a static mesh component?