Dynamic Obstacle on character causing incorrect pathing.


I’m using the Dynamic Obstacle on my characters casual component. I set the Area Class to NavArea_Obstacle. It works, rather than cutting a hole in the nav mesh you can see it is red under his feet when stopped. I also set can affect navigation off and on when he is moving. The set up does work it is red under his feet when not moving and green when moving. The only downside is he still has a stutter step cause by incorrect pathing for just a moment when he gets started walking. Its acting the same as if I was not using the dynamic obstacle and was simply having the capsule cut a hole in the nav mesh. I understood the whole point on NavArea_Obstacle was so you would not cut the whole in the nav mesh and walking would work. Does anyone know what might be causing this and how to fix it?