I found what seems to be a bug in the wander logic. If I place another character (or object) in the path of a wandering character the character will be blocked by that object and will be running in place pushing up against it but will not try to go around it or turn around and will only continue moving once the object is out of its way. I'm guessing this has to do with it using a basic navmeshagent but I'd imagine a behavior tree system should be intelligent enough to go around objects that are not baked into the navmesh.