Problem with movement not allowed

Hello,
I’m making a RTS game, and now I make move pawns to clicked point, but when I press left mouse, in console I have information: “movement not allowed” and my pawns dont move.

Currently in game mode, my default pawn is only camera, but if I set this moveable pawn, everything work.

My character CPP class:

#include "BaseCharacter.h"
#include "Blueprint/AIBlueprintHelperLibrary.h"
#include "GameFramework/CharacterMovementComponent.h"

ABaseCharacter::ABaseCharacter()
{
	PrimaryActorTick.bCanEverTick = true;
}

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

	ConfigureCharacterMovement();
}

void ABaseCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}

void ABaseCharacter::ConfigureCharacterMovement()
{
	UCharacterMovementComponent* CharacterMovementComponent = GetCharacterMovement();
	
	CharacterMovementComponent->bOrientRotationToMovement = true;
	CharacterMovementComponent->RotationRate = FRotator(0.f, 640.f, 0.f);
	CharacterMovementComponent->bConstrainToPlane = true;
	CharacterMovementComponent->bSnapToPlaneAtStart = true;
}

void ABaseCharacter::MoveToClickedPoint(FVector Location, APlayerController* PlayerController)
{
	if (PlayerController == nullptr) return;

	UE_LOG(LogTemp, Display, TEXT("Click location: %s"), *Location.ToString());
	UAIBlueprintHelperLibrary::SimpleMoveToLocation(PlayerController, Location);
}

PlayerController CPP:


#include "BaseCharacter.h"
#include "Kismet/GameplayStatics.h"

MyPlayerController::MyPlayerController()
{
	bShowMouseCursor = true;
	DefaultMouseCursor = EMouseCursor::Default;
}

void MyPlayerController::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}

void MyPlayerController::SetupInputComponent()
{
	Super::SetupInputComponent();

	InputComponent->BindAction(TEXT("Move"), IE_Pressed, this, &MyPlayerController::SendPawnsToClickedPoint);
}

void MyPlayerController::SendPawnsToClickedPoint()
{
	FHitResult HitResult;
	bool bIsHit = GetHitResultUnderCursor(ECC_Visibility, false, HitResult);

	if (!bIsHit) return;

	TArray<AActor*> BaseCharacters;
	UClass* BaseCharacterClass = ABaseCharacter::StaticClass();
	
	UGameplayStatics::GetAllActorsOfClass(GetWorld(), BaseCharacterClass, BaseCharacters);

	for (AActor* baseCharacter : BaseCharacters)
	{
		ABaseCharacter* tmpBaseCharacter = Cast<ABaseCharacter>(baseCharacter);

		if (tmpBaseCharacter == nullptr) continue;

		tmpBaseCharacter->MoveToClickedPoint(HitResult.Location, this);
	}
}