Quick answer: Enable runtime navmesh generation with World Partition support, ensure navmesh data streams with cells, and configure tile size so navmesh tiles align across cell borders.

AI stalling at cell edges means the navmesh isn't continuous across streamed cells. Streaming navmesh with the cells and aligning tiles fixes it. Here is how.

How to fix it

1. Stream navmesh with the cells

Use a data layer or the navmesh's runtime generation so navigation tiles load alongside the World Partition cell, rather than baking only loaded-region nav that drops at the boundary.

2. Align nav tile size to cells

Set the RecastNavMesh tile size so tiles do not straddle cell borders awkwardly; aligned tiles regenerate cleanly when a neighboring cell streams in.

3. Use dynamic generation mode

Set the navigation system to Dynamic so newly streamed geometry triggers a local navmesh rebuild, closing the gap once the neighboring cell is loaded.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.