as soon as LMB grabs the pawn by the head, store its actor reference from the Hit Results
for dragging it around, either disable the collision on the pawn or (better) trace on a channel the pawn ignores. Otherwise you’ll be trying to place the pawn on itself - that would explain the way it flies off
Have a look here:
That’s be quite similar. And here’s a thread with some more advanced way to manage it: