Does UE4 have nat punch? how combine steam's networking with UE4?

Hi, multiplayer games usually have problems when both (or more) players have nat (https://en.wikipedia.org/wiki/Network_address_translation). Does UE4 have any built-in nat punch? If UE4 don’t have such, do you have any idea how combine steam’s networking with UE4?

Steam API says:

https://partner.steamgames.com/documentation/api

Peer-to-peer networking
header: ISteamNetworking.h

The Steam networking API is a simple set of functions to let the game send data directly between two Steam users. To make connections from behind home NAT’s, it uses the libjingle NAT-punching library or, if no direct connection can be made, through the Steam relay servers.
See the documentation page about Steam peer-to-peer networking.

On the page https://partner.steamgames.com/documentation/networking some steam functions to handle networking, but as i know UE4 handle network by itself. Is here any way combine steam’s nat punch (libjingle NAT-punching library or through the Steam relay servers) and UE4 network handling?

p.s. saw staff’s answer in june about UE4 not having nat punch, but maybe things changed yet

UE4 support multiple network service via IOnlineSubsystem interface which btw let you add support multiple gaming social/online services using single code as long as you use common features.

https://docs.unrealengine.com/latest/INT/API/Runtime/OnlineSubsystem/IOnlineSubsystem/index.html

SteamWorks is one of supported networks, so quite possibly if you use session system it should handle NAT… if UE4 supports thing you want, because i seen P2P in road map

We can replace the steam system with custom peer to peer system?