Does ECrowdSimulationState::Disabled remove AI from being an obstacle?

Does ECrowdSimulationState::Disabled remove the AI from being an obstacle? When an AI is considered dead I call SetCrowdSimulationState(ECrowdSimulationState::Disabled) and then call DetachFromControllerPendingDestroy. We want to leave the bodies but we don’t want other alive AIs to avoid but after I make these calls other AIs are still avoiding. Am I doing something wrong or am I missing a call? Is there an update I need to call?

thanks!