So I’ve done a bit of testing and there’s definitely something going on with the recastNavmesh.
Deleting the old navMeshBounds and recastNavMesh fixed the problem I was having, but as soon as you adjust any of the values in the new recastNavMesh (Cell size, height, etc) it force loads every actor inside the navMeshBounds area. I then tried unloading the area just loaded and it wouldn’t do anything in the editor, everything would just stay loaded. I saved and closed unreal engine and restarted and loaded the map again. Everything in the map was unloaded which is what I wanted but the recastNavMesh would remain unloaded in the outliner even if I loaded every region of the map, which is an issue I’ve come across before with other actors and just requires deleting of the actor from the “ExternalActors” folder in the projects folder. There was also a new recastNavMesh that had been created but with the default settings however. So now I have 2 recastNavMesh’s, one that remains unloaded at all times no matter what and one that behaves normally, that I can adjust the values etc on and everything behaves as expected. I have gone into the my projects “ExternalActors” folder and deleted the recastNavMesh that would never load and now have just the one recastNavMesh and navMeshBoundsVolume. Everything works now as it should and their is no strange force loading bug happening but I thought I’d just let people know there is some funky stuff that can happen when adding navigation to your world partitioned map so just keep an eye out for that.
Hopefully this can help someone else out there as it cost me so far around 48 hours of my life to figure out lmao.