How do I Move Pawn with AIController?

I’ve created a C++ class Pawn, which has a BluePrints as well, that has for default my AIController C++ class. I have checked that this works and it does.

Then I made the Nav-Mesh, pressed P and everything seems fine. But only prints the vector:

void ANPC_AI::OnPossess(APawn *InPawn) {
	Super::OnPossess(InPawn);

	FVector Pos = InPawn->GetActorLocation() + FVector(100.0f, 0.0f, 0.0f);
	MoveToLocation(Pos);
	UE_LOG(LogTemp, Warning, TEXT("%s"), *Pos.ToString());

};

I put it in the OnPossess for testing, is this the problem? Do I have to specify how the Pawn moves, like as if it was controlled by a Player Controller? Or just by creating it and possessing it in a Nav-mesh it should move throughout the map?

Have you tried calling the Super to finish the possession.

void ANPC_AI::OnPossess(APawn *InPawn) {

Super::OnPossess(InPawn);	
FVector Pos = InPawn->GetActorLocation() + FVector(100.0f, 0.0f, 0.0f);
MoveToLocation(Pos);
UE_LOG(LogTemp, Warning, TEXT("%s"), *Pos.ToString());

};

I forgot that. But I may have explained myself badly, the function does print the vector, just doesn’t move the pawn.

I think you need a ACharacter

APawn + ACharacter + AAIController

Another thing to check, When your pawn is in the scene, make sure that your pawn is set to movable in details panel.

I think the options are static, movable etc cant remember the last one

Correct me if I’m wrong, but the creation of a Character already includes a Pawn as its base object, right?

Yes it does.
ACharacter also has the functionality to set:
FOV for player sensing
Blackboard
Behavior Trees
Routes to travel

Charlie has a two part Tutorial that maybe quick read to see one example with context.
Charlie Wheate