NEED HELP: Custom Movement Component - Character is Not Moving

I’ve created the custom movement component and initialized it with this:

ACndCharacter_Master::ACndCharacter_Master(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer
.SetDefaultSubobjectClass<UCndComp_Character_Move>(TEXT("CO_CharMove"))
)

GetCharacterMovement()->DestroyComponent();
CO_CndCharacter_Move = CreateDefaultSubobject<UCndComp_Character_Move>(CndKN_CompNames.Character.Move);	

	if (CO_CndCharacter_Move)
	{

		CO_CndCharacter_Move->UpdatedComponent = CO_CndCharacter_Capsule;

	}

Yes, it inherits from CharacterMovementComponent.

UCLASS(Blueprintable, ClassGroup = (CndComponents_Character), meta = (BlueprintSpawnableComponent))
class MY_API UCndComp_Character_Move : public UCharacterMovementComponent

UCndComp_Character_Move::UCndComp_Character_Move()
{
    PrimaryComponentTick.bCanEverTick = true;
}

And these don’t do anything.

void ACndCharacter_Master::BPF_Character_Input_Move(const FRotator YawRotation, const FVector2D MovementVector)
{
	AddMovementInput(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y), MovementVector.X);
	AddMovementInput(FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X), MovementVector.Y);
}

So, FYI: I can look, but I can’t move.

How I can make the engine use my own movement component, to make my character move?