Navmesh draws different in Standalone

I have no clue what’s going on but in standalone it won’t draw the navmesh between walls…I don’t understand why either, it doesn’t do this in the editor so why is it doing it in stand alone? If someone could I really can’t seem to find anything covering this issue…

The walls of the maze are Hierarchical Instanced Static Meshes.

Alright I figured it out, I feel like an idiot now…I was using a static navmesh for a maze system I built that is randomly created at startup…nothing was wrong with the navmesh, it was generated for a different maze was the issue.

Here is the video I followed to solve the issue. Create a NavMesh in Large Open World using Navigation Invokers in Unreal - Works with Voxel Plugin - YouTube