So, very simple;
I have a blueprint on a PAWN, and I put a FloatingPawnMovement component on it.
I can get this pawn to move, however it completely ignores the floating pawn movement settings (MaxSpeed, Acceleration, Deceleration, and TurningBoost).
In the end, yes, it is possible. The problem is “FloatingPawnMovement” has a magic, undocumented dependency.
The root component for the pawn must be a UPrimitiveComponent. I got mine working with a UBoxComponent.
If its not – no errors occur and the input is silently consumed. As a note, rotational input seems to be silently consumed as well and I cant seem to get that working at all. No doubt there is some other magical hidden component needed to get that working, but i cant seem to find it.
This was a long time ago, and I have totally slept since then so I dont fully remember all the details. Suffice to say the root component had to a UPrimtiiveComponent or something that extends it, like a UBoxComponent.
I was doing some pretty-out-there VR stuff, so I think I wound up just writing a movement component from scratch because I wanted rotational acceleration support.