You can try diagnosing the issue using the following methods:
It's recommended to use the 'Edit to Timeline' feature available in the Behavior Add/Delete mode. Then put the idle motion on the head and tail end of the motion to trigger the motions smoothly.
Enable 'MD Control > General Settings > Reroute Stuck Agent' to free your stuck character.
Actor Groups are already equipped with preconfigured motions. These motions are still given priority when used in combination with 'Crowd Gen'.
Actor Groups only expose actor and object positions for editing, while the motions are embedded into each character. In order to set constraints, you will need to bake the motions into animation layers and apply them back onto the Actor Groups.
When the connection path is a walkable route while the 'Continue on Walkway' option is enabled for the control point and the connection is set to inaccessible, the character will automatically turn back around.
Keep adjusting the NavMesh's vertical 'Cell Height' or the 'Agent Step Height' until the problem is resolved.
Adjust the 'Turn Rate' and 'Trigger Angle' settings within 'Behavior > Data Settings' to mitigate the impact of movement speed on the character's orientation. Please note that this modification might introduce another issue related to foot sliding.
You can open the 'Behavior' list and right click on the problematic Perform motion and select 'Align Perform Direction'. This will force the motion to continue on it's initial trajectory. However, if the Perform motion suddenly changed direction midway through (like doing a backflip), then the orientation needs to be fixed on the root motion.
Presently, due to MD Motion Matching, the path's movement is influenced by the character's motion, causing the character to not adhere to the path while walking on it. If you desire the character to remain on the path, consider increasing 'MD Behavior > Data Settings > Responsiveness'. However, be aware that this adjustment could potentially result in another issue of foot sliding.