Issue with AddMovementInput Not Functioning

I was trying to implement an Enhanced Input System for my Pawn C++ class. I have a base class (ABasePawn), that includes diferent components and a child class (ATank), where i am implementing input system. Here is code for the class:

// Tank.h
#pragma once

#include "CoreMinimal.h"
#include "BasePawn.h"
#include "InputActionValue.h"
#include "Tank.generated.h"


UCLASS()
class TOONTANKS_API ATank : public ABasePawn
{
	GENERATED_BODY()

public:
	ATank();

	void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent);

private:
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "Components")
	class USpringArmComponent* SpringComp;
	
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"), Category = "Components")
	class UCameraComponent* CameraComp;

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	UPROPERTY(EditDefaultsOnly, Category="Enhanced Input")
	class UInputMappingContext* InputMapping;

	UPROPERTY(EditDefaultsOnly, Category = "Enhanced Input")
	class UInputAction* TestAction;

	UPROPERTY(EditDefaultsOnly, Category = "Enhanced Input")
	class UInputAction* IA_Fire;

	UPROPERTY(EditDefaultsOnly, Category = "Enhanced Input")
	class UInputAction* IA_Move;

	UPROPERTY(EditDefaultsOnly, Category = "Enhanced Input")
	class UInputAction* IA_Rotate;

	UPROPERTY(EditDefaultsOnly, Category = "Enhanced Input")
	class UInputAction* IA_Turn;

	void TestInput();

	void Move(const FInputActionValue& Value);
};
// Tank.cpp
#include "Tank.h"
#include "GameFramework/SpringArmComponent.h"
#include "Camera/CameraComponent.h"
#include "InputMappingContext.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"

ATank::ATank()
{
	SpringComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("Spring Arm"));
	SpringComp->SetupAttachment(RootComponent);

	CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera Comp"));
	CameraComp->SetupAttachment(SpringComp);
}

void ATank::BeginPlay()
{
	Super::BeginPlay();

	// Add input mapping context
	if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
	{
		if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
		{
			// add input context
			Subsystem->AddMappingContext(InputMapping, 0);
		}
	}

}

void ATank::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);

	if (UEnhancedInputComponent* Input = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
	{
		// bind input to funtions
		Input->BindAction(TestAction, ETriggerEvent::Triggered, this, &ATank::TestInput);
		Input->BindAction(IA_Move, ETriggerEvent::Triggered, this, &ATank::Move);
	}
}

void ATank::TestInput()
{
	GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Red, "Pressed Input Action");
}

void ATank::Move(const FInputActionValue& Value)
{
	const FVector2D MovementVector = Value.Get<FVector2D>();

	UE_LOG(LogTemp, Log, TEXT("MovementVector: %s"), *MovementVector.ToString());

	FVector Forward = GetActorForwardVector();

	AddMovementInput(Forward, MovementVector.Y);
}

To use the pawn I created a BP class based on the Tank class and filled in all the necessities
Link to mapping and input actions
Here is also the part with IA_Move from IMC_PLayer

Both TestInput() and Move() functions are called properly, and the debug code is printed correctly. However, AddMovementInput() for some reason is not working.

Additionally, I attach a screenshot with debug information to show that input system is properly connected to the pawn.

I will be very grateful if you can help me with this problem. I can’t find a solution on my own for the second day