To access navigation features, gw2cc offers a customized version of Godot’s NavigationServer.
Libcc provides an easy way to utilize it (libcc/navigation/NavigationMapInstance.gd). Assuming you created a new Bot using the Project->Tools->Create Mod wizard, simply add a Node3D named NavigationMapInstance to your bot scene and Drag & Drop NavigationMapInstance.gd onto it. Right click the node, select "Access as unique node". Make sure this is not the first child of your BehaviorTree! In your BehaviorTree root node add this code snipped to the _on_controlled_character_spawned function like so:
func _on_controlled_character_spawned(_cc: AgentChar) -> void:
var path = ContentService.get_asset_dir().path_join("map").path_join(str(Manager.mission.map_def.map_file) + ".res")
%NavigationMapInstance.map = load(path)
%NavigationMapInstance.mesh = await %NavigationMapInstance.load_nav_for_map(Manager.mission.get_map_id(),BOT_NAME)
_context["nav_map"] = %NavigationMapInstance.navigation_map
_start_b_tree()
unpause()
This would cause your bot to automagically load/create and save the generated NavigationMesh for each map at \game_data\101\BOT_NAME.

