NavigationMesh Bake Creates Unexpected Holes in TileMapLayer

Godot Version

4.4.1

Question

` Hi!
I’m creating a map using TileMapLayer, and I’m having trouble with baking the navigation mesh.
As you can see in the attached image, there are strange holes in the navmesh with a very specific pattern.
There are no obstacles in that area — it should be fully walkable.

Real obstacles like acid lakes and piles of skulls are detected correctly, so it’s not a general bake issue.

Do you have any idea what might be causing this?


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