What's wrong with our navigation?

I’ve put a GIF down below and a screenshot from the engine of what our Nav looks like. Every time our characters round these corners (it’s any corners pretty much, not just these, they get pseudo stuck like this and half turn beofre finally making it passed. In one instance, they don’t even make it passed, they start turning and then get stuck. Is this a problem with our Nav code or is it something wrong with the way our Nav is set up?



I think this is going to come down to how that navmesh is used by your pathfinding. Perhaps the size of the character’s collision hasn’t been taken into account?