UE4 Pathfinding...basic AI

Hi Guys,

Awesome work with the BT documentations.

But, what about the nav system? I am currently using the MoveToLocation function to move my agent over the navmesh. However, only takes into account distances. It does not make sense in a FPS game. If I want to move an agent from A to B, I want the safer path not the shortest one. How can I do this? Should I implement a completely new pathfinding algorithm? (that is a bit insane) Or there is a way to specify a cost for each node of the navmesh?

I am very lost here and I am not able to find any documentation of how to do it.

Thanks!