I think I’ve solved it, gotta test a bit more
UFUNCTION(BlueprintCallable, Category = "Midnight Sun BP Library")
bool IsPositionReachable(FVector Position) {
FVector PathStart = GetPawn()->GetActorLocation();
UNavigationPath* NavPath = UNavigationSystem::FindPathToLocationSynchronously(GetWorld(), PathStart, Position, NULL);
if (!NavPath)
return false;
return NavPath->IsValid();
}