There is nothing interesting in the log during registration. I think the problem is really because all of this comes way too late in the process and the system is not ready for navigation data to appear.
Callstack and state
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> [Inline Frame] UnrealEditor-Navmesh.dll!dtNavMesh::getTileCountAt(const int) Line 2011 C++ UnrealEditor-Navmesh.dll!dtNavMeshQuery::queryPolygons(const double * center, const double * extents, const dtQueryFilter * filter, unsigned __int64 * polys, int * polyCount, const int maxPolys) Line 1544 C++ UnrealEditor-Navmesh.dll!dtNavMeshQuery::findNearestPoly(const double * center, const double * extents, const dtQueryFilter * filter, unsigned __int64 * nearestRef, double * nearestPt, const double * referencePt) Line 1156 C++ UnrealEditor-Navmesh.dll!dtCrowd::checkPathValidity(dtCrowdAgent * * agents, const int nagents, const double dt) Line 1114 C++ UnrealEditor-Navmesh.dll!dtCrowd::updateStepPaths(const double dt, dtCrowdAgentDebugInfo * __formal) Line 1241 C++ UnrealEditor-AIModule.dll!UCrowdManager::Tick(float DeltaTime) Line 264 C++ UnrealEditor-NavigationSystem.dll!UNavigationSystemV1::Tick(float DeltaSeconds) Line 1763 C++ UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1396 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2140 C++ UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 C++