Do navmeshes respect objects that have been unloaded?

So, hypothetical scenario - I’m wanting to use level-streaming volumes to help manage memory usage by culling superfluous meshes (i.e. rocks, trees, crates, grass, decorative stuff). However, for gameplay reasons I will likely need to have AI that move through said ‘culled’ areas. Just to save a lot of trial and error, does anybody know if navmeshes still account for the presence of obstacles that have been unloaded? The last thing I want is an AI character getting stuck inside a rock that’s just been streamed in :stuck_out_tongue: