Thanks a bunch for your insight!
My intended use case is like your initial explanation. Like for a floating origin setup, box world “chunks” that re-center when necessary.
My simple testing arrangement, had about a 100ms frame spike destroying and rebuilding the (not dynamic) navigation mesh, which was not ideal.
I’ll look into modifying the navigation system to account for the node’s transform.
Edit: thanks again JSandusky for the help. I started digging around the navigation source code per your suggestion and as I was going thru it, I noticed that this world to local, local to world internal conversion was already there… turns out to be my error all along, using node position instead of world position after parenting everything to a “root node” I could move around, instead of directly to the scene.
The navigation meshes seem to follow the node they are attached to just fine. And all works as expected as long as I feed it world position values and not local values. Figures! But I’d have probably been at this all night without your help. So thanks again!