I think we’ve got some things mixed up here.
You’re using an inherited character movement component. Initially you said that you’d be moving an actor, yet here we have a fully fledged character - which is a highly specialised type of actor not really geared towards the kind of movement you’ve described.
Slapping a floating pawn movement on top here does absolutely nothing.
For a Character, ensure the gravity scale is set to 0 and experiment with this:
Untested but should allow you to move in Z freely. Not sure how well this will work. Might be great, might be terrible.