How do I setup UMovementComponent physics friction to handle this issue?

I’m trying to figure out how the UMovementComponent uses acceleration and friction for its’ applied movement. I have a surface with 0 friction, the character has 0 friction, and yet when I pathfind to point A the agent is able to accelerate and move to full speed as quickly as before.
This is also noticeable when you move the character towards point A, and then midway you set a new destination; point B - which should make the character curve towards point B, but instead the new velocity snaps towards point B.
To illustrate:

4336-example.jpg

Any ideas how to solve this?

Still searching for a solution…

I may have to override the physics I guess.