How to build navmesh for dynamically sized procedural level

How did you calculate the room bounds? I tried this, but some rooms are not inside the navmesh bounds.

Update: I found it.

UPROPERTY()
ANavMeshBoundsVolume* DungeonNavMeshVolume;
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UBrushComponent* BrushComp = DungeonNavMeshVolume->GetBrushComponent()

FBoxSphereBounds NewBounds;
NewBounds.BoxExtent = Extent;
NewBounds.Origin = Location;
NewBounds.SphereRadius = Extent.Size();
        
BrushComp->Bounds = NewBounds;