I found a variable IterativeWorldBounds in UWorldPartitionBuilder, when call UWorldPartitionBuilder::Run function, by default, it will use WorldPartition->GetEditorWorldBounds()
as CellInfo.EditorBounds. While IterativeWorldBounds is Valid, it will use IterativeWorldBounds
as CellInfo.EditorBounds.
I have seen only UWorldPartitionMiniMapBuilder override the variable IterativeWorldBounds in PreRun function, it use WorldMiniMap->GetMiniMapWorldBounds()
instead of EditorBounds to calculate CellInfo.EditorBounds.
if we generate navigation in a very big world, and the world bounds is huge, but our navigation bounds is small than the world. So if i generate navigation in this world,it will iterate many times for nonavigation and useless place.
In this situation, I think it will be better to use navigation bounds as IterativeWorldBounds not editor bounds in UWorldPartitionNavigationDataBuilder. So i want to know if engine has considered to do this for optimizing navigation build in big world.