Use Floating Pawn Movement without AI Controller

So far I have not been able to find an answer for it so I assume its locked behind some C++ code but I figured I’d ask anyway.

Current Situation: I currently have two pawns, one which controls the other from time to time the second must use the Floating Pawn Movement. I initially had the player jump from the first pawn to possess and unpossess the second as needed but this caused a hitch in the physics as velocity would zero out momentarily during the transition. I finally ended up keeping an AI controller in the second pawn instead and just reference it from the first, adding input as needed through a function. This works but feels like a work around.

So I started digging to find a better solution.

Set Run Physics with No Controller: I found the Set Run Physics with No Controller Boolean in the character code:

This is pretty much what I need. It would enable the ability to switch back and forth and not have velocity zero out and would also mean I don’t need an AI controller present which is preferred as they do nothing in this case. But, because I need to use the Floating Pawn Move component and does not appear to have this I am assuming there is no way to get similar results unless I go into C++ and change it there.

Does anyone know if this is correct?

And would anyone have a better solution to this issue? Is there a trick to possessing and unpossessing that avoids that hitch and velocity being zeroed out?

It seems like the hitch has been fixed in 4.10 if you possess with a controller instead of unpossessing. So I am able to switch them back and forth with the AI retaking the other pawn when I want to switch back.

But it would be nice to be able to remove the AI controller all together as its still not needed.