After doing a bunch of digging, I was able to find more information of using the nav system. It’s actually quite easy to implement your own pathfinding while still integrating with the nav system. The following two links say essentially the same thing and will walk you through how to implement a custom pathfinder. It’s essentially just one function, although one thing that these articles don’t mention is that you’ll also need to override the ProjectPoint function. Very straightforward.
From there, I used a UFloatingPawnMovement (but you can use whatever makes sense for your game) to handle the movement and everything else was pretty much automatic.