Navigation mesh for NPC's is slow to calculate or doesn't calculate at all

I was doing more tests, and I’ve seen play sessions in which the patrol path is visualized straight and other play sessions with the detour. I did notice that when the detour was visualized, the NPCs still walked forward sometimes. So that might be just a debug visualization issue after all in some cases.

However, I do still see issues in parts of the map getting no navmesh in one session and a working navmesh in another. But I can’t put my finger on the root cause.

I did add a couple more Patrol Path Nodes, so it’s broken in pieces a bit more, which does feel a bit more stable, but not 100% yet. But there are also issues where the Patrol Path Nodes are relatively close to each other, sometimes breaking and sometimes not breaking. As in the earlier screenshots I shared.