Is there a way to make an AI agent not omniscient as to the current layout of the navmesh?

I have an agent that tracks the player, but the player can create obstacles that the agent cannot get past (but the player can). To accomplish this, I used null navmesh modifiers on said obstacles.

Problem is, the agent always knows when a path is blocked ahead of time. Is there some way to make him not omniscient as to which areas are blocked and which aren’t?

Using Navigation Invokers, you can have the AI build the navmesh around itself out to a definable radius.

Maybe make the AI limited in how far it can see?