Fix regression where if the navmesh was disabled on playmode beginning, the mesh would still exist in the backend.
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@@ -180,7 +180,7 @@ void NavMesh::Initialize()
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// Base
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Actor::Initialize();
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if (!_navMeshActive)
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if (!_navMeshActive && IsActiveInHierarchy())
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{
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GetScene()->Navigation.Meshes.Add(this);
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AddTiles();
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