AIController::MoveToLocation only rotates character

Hello,
I am trying to move a Character to a location which corresponds to where I click in the level using the basic AIController.
As I want to move several characters at the same time in the future, this is how I basically did it:

-I I have a pawn controlled by a custom PlayerController. This pawn holds a list of characters (it represents a group).
-I I handle the click input inside the custom controller, asking the pawn to move the characters.
-I the pawn loops through the characters list (currently only one character), gets the AIController for each of them and asks the AIController to perform a MoveToLocation.

What I know so far:

-I I do have a NavMesh
-I I am trying to move a Character, not a Pawn
-I The click is handled
-I The character rotates but does not move
-I The MoveToLocation function is successful
-I I have the same issue with UAIBlueprintHelperLibrary::SimpleMoveToLocation
-I The character’s Auto Possess AI is set to ‘placed in world or spawned’
-I My character has a flipbook and a capsule component
-I The capsule component’s collision settings preset is set to Pawn
-I I tried to disable collision for the flipbook
-I I came across a similar issue but it did not help me out

Below: this is what you see when hitting play. The character I am trying to move is the stickman.
Begining of the game

When I click, the character performs a rotation, rotating itself to where I clicked.

*Prints : *

-the blue one is the MoveToLocation result

-the red one indicates whether the floor below the character is walkable or not

-the last one represents the coordinates of the clicked point

Issue

Code:
ADPlayerController.cpp, aka my custom player controller
Controller

ADPawn.cpp
Pawn

Full MoveToLocation call:
EPathFollowingRequestResult::Type Result = Cast<AAIController>(Characters[i]->GetController())->MoveToLocation(Goal, 0.01f, true, true);

So, if someone has an idea about what I did wrong/missed or knows about another post discussing this issue, they are welcome.

SOLVED.
I do not know why, but setting up this with an earlier version of my project worked out perfectly well.