NavMesh collides with collision sphere

Hi!
i have tried to use the navMesh for easy pathfinding, yet the issue is that my unit have a collision capsule to detect enemies, and the navmesh sees it as part of the actor so it will say that the unit is already at the goal even if its far away. i have tried to play with the settings and only if i change the collision sphere to no collision(instead of query only) it will ignore it but then the detection range wont find any enemies. does anyone knows how to fix this issue?

You can go into components in you actors and turn off “Can ever Affect Navigation”,
and for the capsule you can choose if it’s a dynamic Obstacle (via a checkbox)

tried these, didnt work

On your sphere turn on custom collision. Set all to ignore. Create a custom trace channel and set that to block but only for traces.

still blocking, if the navmesh is in air and its using a plane to enable the movement, can it create an issue?

i change stop on overlap to false and it fixed, but will it make any other problems?