Pawn avoids NavMesh Modifier

I am trying to build a traffic light - cross road system, in which the pawns stop at the red light and resume their movement when the light turns green again.

To implement this, I am using NavMesh Modifier boxes. The blue one is for the street, and the pink one for the crossing.
Obviously I want to achieve that the pawns prefer to use the pink crossing rather than the blue street part when doing their path finding magic.

For that I have created two NavArea Blueprints Cross and Street. But regardless of how i change the values of Default cost and Entering cost, the pawns just flat out “refuse” to walk in the crossing area and for some reason, as the behavior tree screenshot illustrates, the MoveTo Note fails; Could someone point me in the right direction why this is failing? Thank you for your time!!

Update: I have just took a new project - did exactly the same thing - i.e. used navmodifiers to make the AI avoid areas and it works. I suppose there is a problem with the Navmesh Generation or at least the rebuilding of the navmesh. I have imported the settings of the project in which the NavMesh Modifiers work but to no avail :frowning: