I have just basic Detour Crowd AI controllers working on my enemies in my top down game. While they avoid other AI relatively fine they fail to avoid the player at all. The player just blocks them during the MoveTo task.
I have CanAffectNavigation true on the player capsule, with 100x100 agent radius.
I’ve found some people suggesting C++ related answers, but I am just using blueprints so those are out of my league.
Any help would be greatly appreciated!