I am making an RTS game where each unit is a character. The Character blueprint has a static mesh with a navigation box collision. The AreaClass of this collision mask is set to NavArea with a high default cost, so that the characters try to avoid one another. The problem is that sometimes they do that and sometimes they don’t. Using the console command Show Navigation during runtime, I can see that this occurs when the NavMesh cannot keep up with updating itself (is red when the character is moving). But this is really weird, because I tried it with only two characters with various settings of dynamic NavMesh updating and it seems like the engine can’t cope with it. Am I doing something wrong, or should try a different approach?