Floating Pawn Movement ignoring Nav Mesh

I have been recently toying around with AI and have created a slightly modified version of the following AI from the Behavior Tree Quick Start Guide. My main difference is that I used the Pawn class with a Floating Pawn Movement component instead of the Character class with its Character Movement component. I did this as I wanted to have a floating space ship like object to chase the player.

My issue is that when moving, this pawn ignores the nav mesh I have set up and just moves in a direct line towards the player, getting stuck on objects in between. The movement is handled by an AI MoveTo node with the player set as the target actor. My nav mesh appears fine when the game is running, with obstacles getting blocked correctly.

Is this a limitation of the Floating Pawn Movement? Or do I need to change something to get it to correctly use a nav mesh?