Afterwards, if you run “Build Paths” in the menu and create a NavMesh using [World Partition Navigation Data Builder], the NavMesh will be created only in 1/4 of the way.
Looking at the part that was not created, the Location of “LandscapeStreamingProxy” had a negative value in X or Y.
The one I’m currently using is the 5.3.1 release version, and I don’t know what the problem is.
Sorry for the late reply, in case you still need it, or for anyone else:
You need access to the Epic Perforce server for the Unreal Engine project in order to easily search the CL (Ctrl+G and enter the CL number) on “Main” branch.
Alternatively, you can check on the github page for the Unreal Engine project (again, “Main” branch), but you have to find it yourself in that case.
Looks like they remove the root component, I’ve tested this locally and the navmesh seems to generate correctly post-change. I’ll update if I find further issues!