DoN's 3D-Pathfinding / Flying-AI system (with full source!)

The plugin does not perform any locomotion of its own. All locomotion is routed to your pawn via AddMovementInput (or AddMovementInputCustom if you chose to implement the IDonNavigator interface) by passing the WorldDirection towards the next target in the solution path so your pawn can decide how it wants to get there.

So just check your own pawn’s AddMovementInput behavior; setting Unreal’s native pawn properties like bUseControllerRotationPitch and bUseControllerRotationRoll to false (in Class Defaults) may help if your pawn is using control rotation to drive itself.