Found a solution to the problem
Disclaimer: I am still using UE4, so maybe this was fixed in UE5, I don’t know, but I doubt it
Invokers are a different thing that serve a completely different purpose than what asked in this thread, they are useful for huge worlds where it’s impossible to build the whole navmesh at once.
It seems that the UBrushComponent’s bounds inside ANavMeshBoundsVolume is not updated correctly when scaling the actor at runtime, this can be fixed by setting the bounds directly
UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
ANavMeshBoundsVolume* BoundsVolume = GetWorld()->SpawnActor<ANavMeshBoundsVolume>();
BoundsVolume->GetRootComponent()->Bounds = YourBounds;
NavSys->OnNavigationBoundsUpdated(BoundsVolume);