@rcdarcey - You probably meant multiple navigation managers.
This should be as simple as fixing UDonNavigationHelper::DonNavigationManager to smartly pick up the closest/most relevant manager based on proximity to pawn (and therefore adding an FVector input parameter) and by updating any code that fetches the Nav Manager (eg: FlyTo task or your custom AI code) to use that function. I haven’t gone in this direction yet as I’m fully relying on the Unbound manager these days and that works better when your A.I. absolutely needs to be able to pathfind from anywhere, no limits (ideal for sandbox gameplay). Of course, this is a great idea for your setup.
Would love to see some videos of your game btw!
@JordanAriel - Are you still having issues? This should be as simple as creating a new C++ project, creating and copying the plugin into a Plugins directory under project root and letting the engine recompile the whole thing, so you can copy the compiled plugin folder back out to your project.
I do not have 4.14 installed, otherwise I'd try to upload a new version when I find some time (and free space on my comp!)