[SOLVED]Nav path is returning valid and not partial but is always blocked, why?

[SOLVED] characters need a “NavModifier” Component.

Having an issue in a turn based tactical game using stock unreal nav mesh / pathfinding / movement.

When getting a path to the AI’s back right quadrant, the path is returning true and that it is NOT partial. The Ai’s will try to move and then the movement will end returning “blocked” (after a second of them walking in place)

The two AI’s circled in Blue are tying to move to the end of the yellow arrows.

Some notes:
-When is an AI’s turn I SetCanAffectNavigationGeneration(false, true); on that AI, I then move. At the end of the move I set SetCanAffectNavigationGeneration(true, true);.
-I don’t understand why the paths are returning valid at all being that I’m carving a hole in the nave meshes.
-The back most character will sometimes not try to walk if I force update of the nav mesh, sometimes it still will try to walk through the blocked nav mesh…
-The character near the wall will try to walk regardless and becomes blocked. Seams to not understand how that area a mesh edge.

It feels a lot like the SetCanAffectNavigationGeneration(false, true) effects the entire class rather then the instance of the class.