What is the point of building paths if navigations are being rebuilt at runtime anyway?

Hi, I’m a bit confused about something in unreal. You can build your navigation through ‘build paths’ but when you actually play the game, the navigation is being regenerated anyway. I have turned off all flags (in editor preferences, project settings and navigation recast actor) that should allow regenerating navigation. This prevents and regeneration inside the editor which is good but…

My question is: What is the point of having the option to rebuild navigation in the editor when all that data is being discarded and regenerated when you run the game? I thought the point was that building navigation stored that data in a build file or something so why rebuild it?

I think I found the problem: I had runtime generation turned to dynamic off in the settings but not on the recast which overwrote the setting.

My next question is: Is there a way to rebuild the navigation data for just one sublevel without invalidating the navigation data for all other levels? I have a world that is split into sublevels. If I place some object onone level and want to rebuild the navigation, my understanding (from looking around for answers) is that I have rebuild the entire world?

A scenario that I can easily envision is in the future when I’m in full production and I have 64+ overworld cells and 100+ interiors, I have to essentially rebuild the navigation for every single square feet of navigable space in the entire game world if I move a boulder?