How to detect if AI can't reach an actor that IS in the nav mesh?

So, I apologize this has to be the most simple task ever, yet I’m here struggling to find an answer. I have seen many topics that talk about “is valid”, “is partial” and stuff but those are not returning the results I want because the target is in the nav but blocked by terrain (either a cliff, a hole, or a different platform). AI can’t move there but it delays the other actions supposed to happen. I want to test if AI can reach the player everytime it finds the target, so I can issue the right task for every situation.

I’m currently using “find path to actor synchronously” with path start as my AI actor location and goal actor as the player pawn, and testing the return value for “is valid” or “is partial”.

On a sidenote, one thing that could also helped me yet I also don’t know how to apply, is to detect the limits of each platform automatically. I could put volumes there to collide but I imagine there’s a better way to do it, as so it works even with random layouts.

thanks