Custom movement component not working with Navigation

Hi guys, I’m using a custom movement component with very simple code like so (the most simple I can make at least)

UBasicVehicleMovementComponent::UBasicVehicleMovementComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}


void UBasicVehicleMovementComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	// Make sure that everything is still valid, and that we are allowed to move.
	if (!GetBasePawn() || !UpdatedComponent || ShouldSkipUpdate(DeltaTime))
	{
		return;
	}

	if (GetBasePawn()->CurrentSpeed != 0.0f)
	{
		FVector FinalVelocity = GetBasePawn()->GetActorForwardVector() * GetBasePawn()->CurrentSpeed * DeltaTime;

		FHitResult Hit;
		SafeMoveUpdatedComponent(Velocity, UpdatedComponent->GetComponentRotation(), true, Hit);

		// If we bumped into something, try to slide along it
		if (Hit.IsValidBlockingHit())
		{
			SlideAlongSurface(Velocity * DeltaTime, 1.0 - Hit.Time, Hit.Normal, Hit);
		}

		UpdateComponentVelocity();
	}
};

class ARTSBasePawn* UBasicVehicleMovementComponent::GetBasePawn() const
{
	return Cast<ARTSBasePawn>(PawnOwner);
}

If I get that and assign it to a pawn with collsion capsule, when requesting a path it will not use the nav mesh (GetImmediateMoveDestination just points straight at the final destination). Is there something I need to tick for it to use navmesh properly.

I’ve already set Can Walk to true.

Okay, the answer is not to use CrowdFollowingComponent!