NavMesh + Procedural Generation + Build_Button

a simple example of generating something:

when you click the build button
NavMesh does not consider the whole generation

I created a BlueprintFunctionLibrary:

UCLASS()
class NAVMESH_BUG_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()
	
	
	UFUNCTION(BlueprintCallable, Category = "NavMesh")
		static void UpdateNavMesh_Actor(AActor* Actor)
	{
		AActor& AVal = *Actor;
		FNavigationSystem::UpdateActorAndComponentData(AVal, true);
	}
	
	UFUNCTION(BlueprintCallable, Category = "NavMesh")
		static void UpdateNavMesh_Component(UActorComponent* ActorComponent)
	{
		UActorComponent& CVal = *ActorComponent;
		FNavigationSystem::UpdateComponentData(CVal);
	}
};

but when the button is clicked, the function does not work from the construction script

how to act in such a situation,
that would navmesh always generated correctly, under any circumstances?

And also the question of EpicGames - why does not Blueprints have a navigation update function?

[test project files][4]