I’m not entirely sure what you mean about it being generated over an ocean but I think the answer is no? The room the guard is inside of is above a Grid template [Photo of the outside]. There is an ocean below that though!
It’s unlikely the guard would be trying to get through the wall for a couple of reasons ;
A.) I have not used any custom pathing so far, so there would be no location the guard could be trying to reach
B.) It doesn’t always break the same way. In the clip, the guard went down the stairs and began hugging the wall, but I’ve also had him mantle off the railing and walk into a different wall.
C.) The navmesh doesn’t give me any indicator that he would be going somewhere specific (although I am an amateur so I could be getting an incorrect read). It seems to show where he could go, but he isn’t supposed to anywhere – and when he does, he doesn’t do it like the other guards do. His movements are more restricted, as you’ve seen, and he doesn’t attack when aggro’d [NavMesh Photo]
This part is speculation, but I’ve only seen this AI-break happen when the stationary guard is above the player. Is it possible that the pathing gets confused when the player that alerted it is directly below it? It’s one of the only theories I have