I see. I did reparent my AI Controller to have the DetourCrowds but I was unable to notice a difference in their bunching and moving. I was able to create the desired affect of my enemies surrounding the player with EQS and Behavior Tree manipulation. I figure that’s one of the ways to do it. They still bunch when they run after my player with no avoidance what so ever. I think it’s because I’m not utilizing the algorithm correctly. Maybe it doesn’t work when they’re in full motion like " Move to player" has a higher precedence over “Avoid each other.”
Thank you for your input