Hey, the plugin routes all locomotion to your pawn for you to determine how it should move.
This is handled inside the “Add Movement Input” function. For the default character/pawn classes Unreal already provides a basic implementation for this function so most pawns will automatically move.
To debug this I would check what is happening when the Fly To node calls your pawn’s Add Movement Input. If it’s a BP only project you can also implement the “DoN Navigator” interface and the “Add Movement Input Custom” function to intercept the call (either for your testing purposes, or to provide your own locomotion logic).
HTH!
Sorry, I should have explained better. The flying AI works perfectly fine if it doesn’t have to move past the obstacle but if it does have to move near it, like in the image, it doesn’t move at all.