The pathfinder behavior works by dividing the level up into squares and uses the a star algorithm to find the closest path. You can implement a star with events to use a node mesh. This site is a great reference:
redblobgames.com/pathfinding/a-star/introduction.html
Looking through my files I found two examples of that. The first is newer, but I included the older one in case that gives ideas.
dropbox.com/s/v4axhrz8stistdn/astar2_mesh.capx
dropbox.com/s/p1w0y1qusjp38fu/astar_nodes.capx
So basically if you used the first one, just place nodes and lines between them to make connections. Then calling the "astar" function with the uid of the start and end nodes will give you a comma separated list of the nodes that would make up the quickest path.
The latter part of the example gives a possible way to move the object through that list of nodes. There are other ways.