C++ Acceptance Radius doesn't seem to work

Hi! I’m currently trying to implement simple navigation into my game using C++ but I can’t seem to get the acceptance radius to work. I’m trying to make a character run after me and stop when they’re close enough.

Here’s the code for the entire function (inside of a custom AIController):

void ALocalAIControllerNPC::MoveToTarget()
{
	if (NavSystem != nullptr)
	{
		if (GetPawn() != nullptr)
		{
			if (TargetActor != nullptr)
			{
				UNavigationPath* PathToActor = NavSystem->FindPathToActorSynchronously(this,GetPawn()->GetActorLocation(), TargetActor);
				FAIMoveRequest NewMoveRequest;
				NewMoveRequest.SetAcceptanceRadius(500);
				GetPathFollowingComponent()->RequestMove(NewMoveRequest, PathToActor->GetPath());
			}
		}
	}
}

It doesn’t matter what I put into SetAcceptanceRadius(), the character still runs into me and keep going without stopping. Why is this? I looked into the RequestMove() function and found this line:

const float UseAcceptanceRadius = (RequestData.GetAcceptanceRadius() == UPathFollowingComponent::DefaultAcceptanceRadius) ? MyDefaultAcceptanceRadius : RequestData.GetAcceptanceRadius();

I’m not sure exactly how to parse this. Can someone please explain this line?

If there’s any additional information needed, feel free to ask.