Navmesh Pathfinding for physics-based "ball" characters?

Can this be done? I’m looking to make some AI controlled characters that behave much like the player in the ball template. I’m thinking i could do a workaround by just putting a bone in a sphere and putting the rotation anims in a blendspace, but if possible I’d like the movement to be fully physics based so as to simulate things like friction. Is there a way to make physics based pawns navigate using the existing navmesh system?

do you find solution for this problem?