Besides having Recast Nav actor on Persistent level, what is the actual workflow? Aside from crashing, I am getting extremely weird holes in my scene that are not caused by geometry. Note - these are not just a visual bug, they DO appear to affect the AI navigation.
If I show all my levels and then hide them, it appears to build the navigation correctly. However the moment I stream a different nav mesh level, it borks the whole thing. It’s like the recast actor is sampling levels that aren’t visible
I’ve tried setting navigation to static and dynamic and neither seems to make a difference. Build Paths doesn’t seem to do anything.
(Disregard the “building navigation” this picture is meant to show you how the holes look