Stop when destination is crowded [Zombie IA]

I have bought this great asset, to manage the artificial intelligence of my zombie-themed video game.

I found certain difficult points to solve for a newbie like me in this asset, mainly in the option “Stop when destination is crowded” I have been testing a lot to know how it works and I finally know how it works, the problem comes when an agent that is on the same path in front of another agent and for example the one in front dies (deactivating GObject), the zombie behind him does not recalculate his path to continue forward but stays stopped until the player leaves a predefined range (I suppose ) within a radius of meters.

I also have activated the Lock when not moving option of the RVO Controller, I leave an attachment of the inspector with the scripts of my zombie gameobject

Regards

up! i have been not found solution yet.