UE5 Navmesh on World Composition and savefiles

Hello.

I have created a large World Composition map and as the title dictates, I created a static navmesh. Everything works, saves and etc. No real problems there.

However I find it really strange that building navmesh from inside the editor and from my .bat file(I wanted to create automation tool for it) have different results in terms of save files.

When I rebuild navmesh from inside the editor, I only need to save my .umap file. And this is consistent with how UE worked in the past.

However when I rebuild navmesh using my .bat file with following instructions:
\Engine\Binaries\Win64\UnrealEditor.exe “%CD%\ProjectName\ProjectName.uproject” %map%.umap -run=WorldPartitionBuilderCommandlet -AllowCommandletRendering -builder=WorldPartitionNavigationDataBuilder -SCCProvider=None -Verbose
The engine creates new external actors which actually contains the navmesh data, so they are completely different save files. The most strange thing is, that it ALWAYS creates new files for some reason. It does not replace them or modifies, even if there were no changes on the map, it just constantly create a new ones.

Does anyone have the same issue or have a solution how to deal with this? I don’t want to create billions of unused files inside my project.