Often, when setting up a NavMesh for a level, there will be areas where a NavMesh is generated in a spot you don’t really want it to, and it is difficult to exclude with Modifiers or Modifier Volumes. For example: placing a large object such as rock or boulder on top of a walkable terrain. The inside of the rock or boulder might have a disconnected piece of navmesh inside of it. The modifiers don’t really work great in that case.
A simple solution could be for the level designer to specify a set of points on the NavMesh which are known to be accessible by the player, such as the player spawn point. Then, in a post-processing step on the baked NavMesh, any regions which cannot be pathed to from that point are deleted.
I had hoped I could implement this myself, but I do not think the navigation package has APIs that would make this possible.