We are disturbed by a spot and we are removing a NavigationPoint, now should be OK, Save As, let's play. Suddenly a game crash occurs depending on how much is level populated with "roamers", because we are ignoring a path rebuild if a modification has been performed.
We might have a solution, or is not a response at this issue entirely created by so called mappers.
If we have a tool for testing Level name and calling "tweakers" we can call a tool mutator which in 0.5 seconds will discard paths and even removing PathNodes, excepting SpawnPoint Teleporter PlayerStart type which are somehow reset.
Games using Camp style can fully use this to stop Bot running and gunning even in best pathed Levels.
Initial goal was to prevent crashing a Level with PathNet screwed up by completely deleting Navigation data.
[attachment=0]NO_AI.zip[/attachment]
I'm sad at using this and I prefer to not have such "tools".