Updates to dynamic navmesh cause navlinks to reset to their default state. Navigation still shows the path as accessible even though it isn't.
This is a regression from 4.23.1 (CL-9631420) where this setup was working.
Results: Navlink behaves as disabled though it is still enabled
Expected: Character can pass through the navlink
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What does the number (2152,1-34) in glsl error mean?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-85936 in the post.