Pawn Click to Move Implementation and the Floating Pawn Movement Component

I may have solved this, but I really would love some feedback in case I am mistaken.

If you want a simple, static mesh pawn character, it appears one way of doing it is to make you base class just a Pawn class, and have it controlled by a Player controller class. Then, using some BlueprintAI helper nodes works (at least for me).

Still, I am unable to use the AIMoveTo nodes, even though I have seen other forum posts and YouTube videos leveraging those nodes. Not sure what the difference in my character is. I still use the default AIController in my settings. Hmm.

Anywho, here is a reference of my Blueprints.