Yeah, not a bad workaround. I’d prefer the AI moves to the edge of the navmesh rather than stopping once their target leaves though. Not sure pathing supports that, as I think the path creation fails immediately once it can’t find a path to the target, which would fail the MoveTo.
Also curious if your solution works with deceleration. It seems like the AI would stop immediately rather than decelerate slowly if you’re using those features.
Regardless, I’d call this a bug.