Navmesh Regeneration Lag

I am creating a game that has two user generated bases for each player and AI that can be spawned in to destroy the other player’s base. The problem is that the Navmesh regenerates when something gets destroyed and this causes the frame to take about 0.5 seconds. I looked into Navigation Invokers but the targeting system for the ai works by checking if a target is reachable so it would screw up the targeting if there was no navigable path to the target. I think it would fix the problem if there is a way to subdivide the Navmesh so only certain parts are regenerated instead of the whole thing. Is there a way to do this or anything else that would fix the problem?