Difference in prebaked and runtime baked NavMeshSurface.

I have a terrain with a water plane.
The water plane has a NavMeshModifierVolume attached.

When baking the NavMeshSurface on the terrain in the editor it slices things nicely

but misses lots of spots when used at runtime.


Is this intended functionality, is it a bug or is there something I’m missing?

My solution ended up being to append an offset to the sourcesBounds in the NavMeshSource.Bake function before baking so i could exclude everything beneath the water.