Pawn getting stuck on corner of nav mesh, despite accurate agent radius

So I’ve uncovered what I could best describe as a pseudo-solution.
After playing around with the debugger and the visualizer, I’ve uncovered some odd occurrences. The zombie hits the corner with 1 Gameplay task, before getting stuck.

259076-works.png

A few moments later, the gameplay task just disappears. The movement doesn’t fail, but the async process ends- somehow.

259077-until-it-doesnt.png

With a “”“solution”"" of checking every .1 seconds if the async process still exists or not, I can manually force it to continue along it’s path. It looks awful, and takes several seconds, but the zombie does properly make his way to the rat and do his thing.

Still looking for a better solution but I can only presume now is an engine bug.