Nav Mesh for Streaming Levels what to do for VR

I have a persistent level LVL0 that loads other levels Test01, Test02, Test03
A VR user can teleport around each level and can change level.

I have a NavMeshBoundsVolume mesh and RecastNavMesh in every level with, Runtime Generation set to Dynamic

In project settings Runtime Generation is set to Dynamic

Each loaded level behaves fine on its own but only sometimes when loaded by the persistent level (LVL0). If I change something and I need to rebuild what do I do?
It feels like I need to build paths in every level and save and then rebuild paths in LVL0 but this gives the kind of ambiguous dialogue warning Unreal is famous for:

'the following levels are hidden, these levels will not be rebuilt. Leaving them hidden may invalidate what is build in other levels.

*Continue with Build *
with the helpful options
YES, NO, PERHAPS, MAYBE, IDK WHAT DO YOU THINK?
(actually I made some of those up)

What is correct setup? And does rebuild paths do anything if the navmesh hasn’t itself changed
Is there some other setting I’m missing?

thanks

The best results I’ve had so far I have added a Navigation Invoker to the VRpawn and set Generate navigation only around navigation Envokers to true in project settings

EDIT i think this is a red herring

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The order that the levels are loaded edited, saved and then played seems to make a difference too

So what’s happening now is that it works on the second time around
-clearly there is something going on the the dynamic navmesh generation