Behavior Designer Follor/Seeker weirdness

Hey, I am using Ultimate Character Controller + Behavior Designer + A* pathfinding. (Recast graph)

The issue I am having is that every follow/seek Task in Behavior Designer does this weird correction after it overshoots the “Arrive Distance” and walks back a little. I can see in the editor that A* after reaching the waypoint sets a new waypoint (target+arrive distance). How do I stop this?

Do I have to force the pathing to stop? canSearch=false
or is there a better way?