It depends entirely on your project. For instance, if you’re going to have a single controllable character or a set of characters with the same inputs, you can easily place all your controls in your player controller, then pipe those commands to your possessed character. If you’ve got a set of pawns with unique inputs (maybe one is a character, one is a car, one a plane, etc.) then you can put them in the character/pawn themselves.
As calembendell suggests, if you have a set of pawns which share controls, you could create a base class that implements them. E.g. CharacterControlBase, CarControlBase, etc. Or you can implement them through a custom actor component. E.g. CharacterControlComponent or CarControlComponent which you then add to the appropriate pawns.
Just remember, your project is your project, it is not your friends project or the project of some guy on the internet. What suits their needs may not suit yours. Don’t blindly follow advice without context.