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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-85936 in the post.