A moving NPC can't bypass a standing one, but is trying to move through him

Basically, my NPCs that need to attack me at melee range are too dumb to bypass each other. If one is attacking me, the other one behind him seems to be unaware and will forever keep colliding with him on his path to reaching me.
Collision on the capsule of my NPC characters is pretty much deafault. I’m also using the default MoveTo task node in the behavior tree. Basically, everything is pretty much vanilla, I didn’t mess up the project settings.

Things that I tried to fix it (you don’t need to read this part if you already know how should I fix it):

  • I tried fiddling with the RecastNavmesh that is generated in the level, changing some of the parameters such as RuntimeGeneration. Didn’t help.
  • I tried adding a special sphere collision component to my npc characters, marking it as a ‘DynamicObstacle’, hoping to force the carving of the navmesh that way. Also didn’t work.
  • I also tried fiddling with the parameters of the MoveTo BehaviorTreeTask, to no avail.

Just tried, no effect.
Although I thought CanEverAffectNavigation was set to true by default.

What happens when you set the navmesh to dynamic and character’s capsule component’s “Can Ever Affect Navigation” value to true (capsulecomponent-> details-" collision-> expand the bottom->can ever affect navigation )?

maybe this? How to make character navigate around navmodifiers they are blocked from? - AI - Unreal Engine Forums

Necroing this as it’s still one of the top results on google for those searching this issue, and I was able to get a solution from this other post here: How do I stop NPC characters from bumping into eachother?

See also this post on using avoidance weights.

Basically check out the Avoidance section under your Character Movement component and make sure it’s toggled on and set to something.