I can confirm that it’s working, one small detail is that persistent level needs to be set to invisible when building navmesh for all levels. Otherwise navmesh won’t build - it will show progress and will take a long time, but navmesh itself won’t be there.
One limitation of this method is that it might not be possible for big worlds. Works fine for my 16 test tiles, but thousands of tiles? It’ll probably fail to load in editor. If building navmesh for each level separately there’s a disconnect between tiles. I’m not sure yet how bad it is, probably I’ll need some way to move AI actors between tiles that doesn’t depend on navmesh.
Or maybe just improvise and build as navmesh pieces as big as possible and also create natural looking obstacles where navmesh disconnects?
I’m surprised there’s no documentation about static streamable navmesh for world composition. Seems like nearly every game project with big world needs it.