[Critical] Extreme lag / performance problems on UEFN islands with creatures & wildlife while building enabled

Thanks for the update, though I find the explanation a bit weird, I’m pretty sure it was already like this when I tried a month ago, the navmesh would be generated upon spawning guards that had patrol enabled, which would cause lag spikes, meaning that the invokers were already used before

So maybe the real thing happening is that it was previously being generated both at start and at runtime, which is weird too because the lag caused by patrolling guards would occur even on parts that are walkable by default (in which the navmesh could generate in edit mode)

Now that I think about it maybe there was an incompatibility with World Streaming

I’m glad that it fixed @chrisp_games issue, I still think navmeshes could use a better documentation and more tools to understand them better