What's going on here? (Strange behavior between NavMeshBoundsVolume and AI)

My AI has a strange behavior depending on the influence of each NavMeshBoundsVolume.

I explain it:
First I create a NavMeshBoundsVolume.
In this volume the client or the server kills the AI and then what you can see in the following video happens.

After killing the AI, the server cannot see the AI, and the client’s bullets cannot kill the AI.

This was going crazy to me.
So I created another volume and everything works fine.
You can see it in the following video.
Server and client can kill the AI over and over again, there is no problem here.

So I wonder… what’s the difference? What causes this strange behavior?

I have not modified the default configuration of the volumes. Both configurations are exactly the same.

When I created the first volume, a (RecastNavMesh-Default) was automatically generated.

In the RecastNavMesh-Default configuration I only made one change. I checked the “Can Be Main Nav Data” box because without it the AI couldn’t walk.

So I don’t understand what is going on.
Does anyone know why this happens?

Thank you so much!!


NOTE: I not destroying the AI… it is just a simulation (ragdoll and teleport)

I have discovered that the problem is related to height. If when loading the world the AI is sufficiently separated from the NavMeshBoundsVolume (in height) then the error does not occur.

Any idea what could be the problem?

I would really like to spawn the AI as close to the ground as possible.
Thank you so much!!