I looked into the engine code behind that blueprint node and then just implemented that code into my own methods off the controller.
The code can be found under Source\Runtime\AIModule\Private\Blueprint\AIBlueprintHelperLibrary.cpp.
UAIAsyncTaskBlueprintProxy* UAIBlueprintHelperLibrary::CreateMoveToProxyObject(UObject* WorldContextObject, APawn* Pawn, FVector Destination, AActor* TargetActor, float AcceptanceRadius, bool bStopOnOverlap) is the method.
I have not messed with the navigation filter yet, but it is shown being set in this method.