Floating Pawn Movement Component Affecting wrongt Component

So I am trying to make a pawn that moves using a movement component. I have a very simple setup so far.

in the .h

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement)
		UCapsuleComponent* CapsComp;
UPROPERTY(VisibleDefaultsOnly, Category = Mesh)
		class USkeletalMeshComponent* Mesh1P;

UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Movement)
		UFloatingPawnMovement* MyPawnMoveComp;

in the .cpp

	CapsComp = CreateDefaultSubobject < UCapsuleComponent > (TEXT("TheCapsComp"));
	CapsComp->InitCapsuleSize(42.0f, 96.0f);
	RootComponent = CapsComp;

	Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("PlayerSkeleton"));
	Mesh1P->AttachTo(RootComponent);

	MyPawnMoveComp = CreateDefaultSubobject<UFloatingPawnMovement>(TEXT("PawnMoveComp"));
	MyPawnMoveComp->UpdatedComponent = CapsComp;

I have a very simple function bound to an input which says:

AddMovementInput(GetActorForwardVector(), Value);

The problem is that the mesh of the pawn will move but not the capsule. The capsule will stay in place, give off line traces, block objects, do every thing it is supposed to. The mesh will move around, it will move through walls and float just like you would expect if the movement component was assigned to it (but it is not).

Any thoughts on what I am doing wrong or why this might be happening?