3D Path Finding.
Navmesh has a limitation where the AI character could only walk on connected paths. On separate islands, one would need navlinks or custom target points to act as navlinks. However, that might be unimplementable… or so as my feeble old mind thought for runtime procedural generated landscape. Took me 6 weeks to dig out the info, playing with muddied waters and implement it. Digging out info for the navmesh was the hardest as i was practically stuck for close to two weeks without improvement. Now for my next pet learning project…