Come Learn Blueprint Multiplayer with me! (aka 's a Glutton for Punishment)

True to your case, however(yes there is always a however:D), if you think about your game, which closely mimic the UFO example, shouldn’t it be easier to have one generic flying blueprint that has all the logic, expose control parameters(like thruster strength, weight, mesh, etc) and leave the specific( ie animation and material etc) to your types of new blueprint vehicle.

It certainly is a hack in my opinion to let user directly access keyboard and other controller events, when you can already create custom events in project settings’ input bindings.
This way you can always have character/vehicle separation where W in character binds to MoveForward, and in vehicle binds to Acceleration, and you just use those events in your Pawn blueprint.

Also, I think it kinda make sense to disable replication for default Pawn class, where they are mostly used for either debugging or spectating purpose(which don’t replicate their movement to server/other client anyway.)
So when you inherit Pawn, there should be a movement component that we can use, and that has to wait for Epic.( Right now only have projectile and rotating movement component that you can add to a bluepriint.)