Get UNavigationSystemV1 properly

this:


	UWorld* World = NPC->GetWorld();
	if (!IsValid(World))return;	

	UNavigationSystemBase* NavigationSystemBase = World->GetNavigationSystem();
	if (!IsValid(NavigationSystemBase))return;

	UNavigationSystemV1 *NavSyste = Cast<UNavigationSystemV1>(NavigationSystemBase);
	if (!IsValid(NavSyste))	return;

and this:

const FVector TargetLocation = BlackboardComponent->GetValueAsVector(Destination.SelectedKeyName);