RVO avoidance isn’t too difficult to program in yourself so you could just manually set it up. It’s based on proximity to other objects and I don’t think there’s any way you can filter what those are with the current implementation (which is designed to work with the character movement component only).
In short, all it does is modify the velocity vector of the object so that it ‘follows’ the new direction. You can just trace out in front of the unit, work out if you hit anything and modify the velocity if you do. Of course, this only works if your vehicle automatically orientates itself towards the direction it’s moving in - like characters do. Using BP you should then be able to turn that behavior on or off whenever you like, and filter the trace to certain actors.