Is Dynamic NavMesh Broken in 4.1/4.1.1?

Unreal Engine 4 - Dynamic Navigation / Maze Solving - YouTube (UE4Beta/4.0.2)
As you can see in this video, AI was running around a randomly generated maze spawned during run-time using Dynamic NavMesh; It was also working in 4.0.2.

UE4 - Dynamic NavMesh Bug Report 4.1 - YouTube (UE4.1/4.1.1)
Now in 4.1 also in 4.1.1 It doesn’t work like it should as seen in this video. In first part of example you have an epic made floor tile 400x400 with a player start on it, located inside dynamic navmesh player spawns and is able to walk on it just fine. this floor tile was placed in editor.

When it switches over to dynamic level gen, it’s just allowing to spawn from dynamic player start. (same project) You can see player is trying to move around level hence top left of view port changing from click for mouse cursor to Shift + F1 for mouse cursor. level does sit within bounds of NavMesh.

I have Rebuild Dynamic NavMesh during run-time enabled in my config.

Differences
only difference is that floor tile of first part of video, this floor tile was placed in editor and floor tiles in maze gen are inside aactor blueprints containing a static mesh (same mesh as first part) and placed during run-time.

How come it doesn’t work anymore ? Is it a Bug ? Is it Intentional ?
How come it works if you place stuff in editor but not spawned at run-time even with rebuilding navmesh during run-time?

#Please Epic

Hey Saxon,

There have been some known issues with Nav Meshes rebuilding at runtime that have been fixed internally. I can’t say for certain that fixes will be in 4.2, but it seems likely. Thanks for report, and please let us know if you still have problem after 4.2 update.

Best,

Thank you for help !

Cheers!