AI has issues perceiving or navigating static mesh.

I have a procedurally generated dungeon where each room is a simple static mesh. A Navmesh covers the area all of the rooms spawn in. I then have an AI that spawns inside a random room, and ideally walks inbetween rooms looking for the player. The problem is the AI cannot walk outside the room it spawns in. This wasn’t an issue when I only used primitives for the room generation, so it’s something to do with the static meshes, I’m just not sure what.

Could try a large invisible plane that just only blocks visibility channel at floor level on the map, not sure if that would mess with your PCG tho