AI navigation on an instanced mesh terrain not working

I have been working with procedural generation using instanced meshes as tiles, with a quad tree based algorithm. During the terrain generation, some enemy spawns are set and enemies are spawned in each point.

However, the AI for the enemies in this type of terrain isn’t working. I am using a PawnSensing based AI, with NavMeshBounds to build navigation, and that works for every type of enemy in premade maps, but it does not build properly in procedural maps. I looked into navigation options and tried to force a rebuild on load, but it still doesn’t build.

Is there a way to force a navigation rebuild in blueprints, or a similar workaround to create navigation data in my instanced terrain?