I’ve had the same problem myself and I think this is definitely an issue. I haven’t looked into the code but I’d guess the character is being forcibly stopped, or anyway its current velocity is not being considered when a new move to request starts.
Mieszko has mentioned a plan to allow a request to observe a changing FVector target, as it will currently do with an AActor target, which may help with this, though I think the core issue still needs addressing.
If you need a workaround in the meantime, what I have done is to always use the AActor version of the MoveTo commands. You can have your AI controller spawn a proxy actor in BeginPlay (an AActor that is hidden and has a scene component but no geometry/collision), store it in your blackboard and use it as the MoveTo target of all your move requests. Then instead of aborting your branch, you just call SetActorLocation on the proxy and the movement request will continue smoothly with the new destination. It’s ugly but it works.