Runtime navigation rebuild causes jerky movement

I have a couple of characters running a “Move to” task from a behavior tree targeted at a stationary actor; only one AI character is ever moving at a time. The character capsules and pawns are set to affect navigation. When “Rebuild at runtime” is disabled, the navigation works well, except characters run into each other, which is expected. With “Rebuild at runtime” enabled, I get bizarre circling behavior shown in this video (both blue characters are set to move to the green character):

If I reduce “Dirty areas update freq” from the default 60 down to 2 or less, the problem is much less severe, but still noticeable. The only hypothesis I can come up with is that the navigation regeneration is not atomic and some of the movement decisions are occurring while the navigation mesh is in an inconsistent state, but I don’t know nearly enough about the implementation to verify this.

Try activating Dynamic Obstacle and NavArea_Default on Area Class in the Capsule component of your AI. Sorry for my english.