Yeah just needs plugins for various things through blueprint. If there aren’t any ways to manipulate EQS using blueprint maybe we can get that added before they wrap up development on it. I am not even sure if it is exposed to the editor or if that is coming in 4.7 or later.
Of course, documentation would be nice too. I am trying to see how exposed the navmesh really is, but the entire system is pretty opaque from a blueprint standpoint. It was obviously designed to run in 3D enviroments with walls, floors, and enemies and that is about it. If there are ways to specify grids, grid point costs, path destination points, etc from blueprint then it isn’t immediately obvious how that is supposed to be done. The only documentation I could find was all about the in editor/viewport navmesh.