Predicting Pawn's Time to Destination

Since you need a reliable result (catch object at location), I would definitely fake the movement like a cutscene. Your calculations might not be as straight forward as you think. For example, your pawn movement might be dependent on calculations being done on the navigation system. it’s acceleration will change when the pawn has to rotate. It will be affected by plenty of factors on the movement component and external factors. What if you halfway development decide that your pawn should move a little faster on the movementcomponent and unexpectedly the scene where he is supposed to catch something breaks?

That said, instead of calculating how much time it takes to go somewhere and walk there, you should teleport him hover a predefined path taking X time. Usually people use splines for this, imagine a cart on a rollercoaster but instead of setting the speed for that cart you say “this path takes 1 minute” and move over the spline using time as a key to retrieve position as a value. You could also take a look at how to set up cutscenes.