I’d like to use a Pawn for more flexibility in the future. Can I easily transfer things like movement and cameras over to a Pawn as if it is still the Character?
It depends if you are using C++ or BP for your child.
In BP you can easily transfer the parent class to be Pawn, but all the nodes using Character functionality will be messed up by errors, and you will have to manually replace all these by the new components you add instead, even if these have the same name and type.
In C++ things are much easier, because as long as the type and the name of an object is the same, the code won’t care if it’s inherited or new, it will just work after a compilation most of the times.
I would advice looking ad ACharacter C++ source code to see how you can write your new Pawn subclass with minimal efforts