Pathfinding NavMesh Does Not Get Destroyed/Updated

[Still broken, currently waiting for a response]

Currently, the PathfindingService NavigationMesh does not get removed or updated in real time when models get removed or destroyed. This has led to multiple NavigationMeshes overlapping onto each other, causing serious issues with the pathfinding in my game. The NavigationMesh itself is being recreated each time for new models, and the algorithm works fine, but the previous NavigationMesh is not removed or transfered to the new model. This results in the Pathfinding becoming confused on which NavMesh to go off of, leading to the enemies in my game attempting to run into walls that they shouldn’t, or avoid open areas that they can clearly progress through.

I would like to also add that this issue started occurring about 3 days ago, without the alteration of any maps or AI changes to my enemies. It just broke one day and has been persistent ever since.

An example of this can be shown below:

System Info:
CPU: Intel i5-10600k @4.10GHz
GPU: Nvidia Geforce GTX 1660 SUPER
Memory: 32 GB

Expected behavior

The NavigationMesh should automatically update in real-time and be destroyed/updated when it doesn’t find any terrain/parts to pathfind onto.

Just to be clear, here’s the old and new NavMeshes from the new and previous models/maps

UPDATE:

I was just testing in Studio, and it seems like the NavMesh is actually getting updated real-time now. It still isn’t being removed when the model/map gets removed (which I assume is a performance safety feature), but it IS being updated, which hopefully should solve the Pathfinding issues. I’m not too sure if the engineers even saw this post, so I’ll keep this up just until either it’s confirmed, or it isn’t an issue anymore 100%.

[UPDATE 2]

The issue has started appearing again. It was okay for about 4 days, but it’s back again. The NavMesh is not being updated at all anymore.

Any news or info on this issue? Any help is appreciated!