UNavigationPath returns 2 points when using DetourCrowd

As stated above, I get a straight line from starting point to endpoint when debugging the result path. I can’t use FNavMeshPath cast to use PerformStringPulling(FVector,FVector) because (I guess) UNavigationPath is not a subtype of FNavMeshPath.
I have followed thread below but I’ve soon hit a dead end.
https://answers.unrealengine.com/questions/292607/find-path-runtime-err.html
I can’t use the FNavMeshPath because the navigation is handled by my AIController that returns a UNavigationPath. I’m getting the UNavigationPath via the GetController GetCurrentPath blueprint functions, anyone give me clues on how to go about this?