Steering behaviors on top of pathfinding

I am currently using Unreal’s pathfinding system (with a navmesh and MoveToLocation function) to move my enemies. This leads to the following problem: when several enemies are going for the player, they sometimes overlap. I thought of implementing the avoid steering behavior on top of Unreal’s pathfinding to solve this. Is there any way of mixing both Unreal’s pathfinding and steering behaviors to achieve this?