How to fine-tune DetourCrowdContoller

Hello, although I have been reading as much as I could find about the DetourCrowdController class I still dont really understand how to fine-tune its behavior.

This is what I have so far:

Header

UCLASS()
class CROWD_API AMyAIController : public AAIController, public ICrowdAgentInterface
{
	GENERATED_BODY()
public:

	UPROPERTY(EditDefaultsOnly, Category = "AI")
	FName LocationToGoKey;

	virtual void Possess(APawn* Pawn) override;

	AMyAIController(const FObjectInitializer& ObjectInitializer);

	FORCEINLINE UBlackboardComponent* GetBlackboardComp() const { return BlackboardComp; }
	FORCEINLINE TArray<AActor*> GetAvailableTargetPoints() { return BotTargetPoints; }
protected:
	UBehaviorTreeComponent* BehaviorComp;
	UBlackboardComponent* BlackboardComp;
	UCrowdFollowingComponent* CrowdComp;
	TArray<AActor*> BotTargetPoints;
};

cpp

AMyAIController::AMyAIController(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("PathFollowingComponent")))  //UPathFollowingComponent
{
	UE_LOG(LogTemp, Warning, TEXT("DETOUR"));
	CrowdComp = CreateDefaultSubobject<UCrowdFollowingComponent>(TEXT("CrowdComp"));
	UCrowdManager* CrowdManager = UCrowdManager::GetCurrent(this); 
	if (CrowdManager) { 
		CrowdManager->RegisterAgent(this);

	}
	CrowdComp->SetAcceptanceRadius(500.f);
	LocationToGoKey = "LocationToGo";
  }

void AMyAIController::Possess(APawn* Pawn)
{
	Super::Possess(Pawn);
   		CrowdComp->SetCrowdAvoidanceQuality(ECrowdAvoidanceQuality::High);   		
		CrowdComp->SetCrowdCollisionQueryRange(800.f, true);
		CrowdComp->SetCrowdSeparationWeight(4.f, true);
		float QueryRange = CrowdComp->GetCrowdCollisionQueryRange();
		float SeperationWeight = CrowdComp->GetCrowdSeparationWeight();

            // enabling this line or not makes no visible difference 
		//CrowdComp->SetCrowdSeparation(true, true); 
	

		bool SepActive = CrowdComp->IsCrowdSeparationActive();
		bool SepEnable = CrowdComp->IsCrowdSeparationEnabled();

		UE_LOG(LogTemp, Warning, TEXT("QueryRange: %f"), QueryRange);
		UE_LOG(LogTemp, Warning, TEXT("SepWeight: %f"), SeperationWeight);
		UE_LOG(LogTemp, Warning, TEXT("Active: %i"), SepActive);
		UE_LOG(LogTemp, Warning, TEXT("Enabled: %i"), SepEnable);

	}
}

As visible from the picture below although my AI pawns are avoiding each other they move equally unrealistic; only that before they ran into each other whereas now they “moonwalk” sideways and sort of shift around the way points.

What I additionally found strange is that even due I doubled and the values suggested in this post: Detour Avoidance Groups - AI - Unreal Engine Forums

I do not witness any visible change in behavior.

Is there away of making the AI move without sliding around in such a messy way?

126192-waypoint.png