DIsable PathFinding updates after RequestMove

Hi all. I need to disable pathfinding for my custom FNavPathSharedPtr. So I have list of points and prepare my custom FNavPathSharedPtr. After that I use following code to move character:

if (ai)
	{
		
		FAIMoveRequest Req;
		Req.SetUsePathfinding(false);
		Req.SetAllowPartialPath(true);
		Req.SetCanStrafe(false);
		Req.SetAcceptanceRadius(0.1f);
		Req.SetProjectGoalLocation(false);
		Req.SetReachTestIncludesAgentRadius(false);
		Req.SetReachTestIncludesGoalRadius(false);
		Req.SetGoalLocation(Array.Last()->GetCenter());
		ai->RequestMove(Req, path);
	}

But anyway pathfinding is used and character moves not straight by points. See example bellow

For my logic character should stuck/overlap wall and after that I could implement additional logic to handle it.
How can I fix that? I’ve tried to play with all settings of FAIMoveRequest. Nothing works.
Many thanks.

IDk what is a magic here but it works

    TArray<FVector> Locations; 

	TSharedRef<FNavigationPath, ESPMode::ThreadSafe> tRef = MakeShared<FNavigationPath, ESPMode::ThreadSafe>(FNavigationPath{Locations});
	FNavPathSharedPtr ptr = FNavPathSharedPtr{tRef};
	return ptr;

Do I need free somehow this FNavPathSharedPtr ptr ?