Whatever functionality the FlyTo node provides can be easily accomplished from any blueprint or C++ class. Just use the plugin API to 1) schedule a query 2) receive an event when it’s complete 3) listen to dynamic collisions and course-correct (only needed if you’re really interested in dynamic obstacles).
Check out Example 4.A in the sample project (BP_Navigator_Dummy) which does exactly this from inside a Pawn’s blueprint (the pawn BP is the bizarre cone shaped thingee floating in the air :))
Any reason you don’t want to use behavior trees btw?
ps: when you say “command” I’m presuming you mean a C++ function like the AI controller’s MoveToLocation function