Hi, in C++ you set it to use the UCrowdFollowingComponent instead of only the PathFollowingComponent. So in the constructor of your AI controller you do this
ABaseAIControllerCPP::ABaseAIControllerCPP(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("PathFollowingComponent"))) {
}
and ofc replace ABaseAIControllerCPP with your own.