An invisible wall results in bots getting stuck if the player goes past it.
Most players would probably bump face-first into that exact same invisible wall the first time they pass by those rocks, it looks like it should be 100% traversable terrain.
I suspect there was an issue with players getting stuck, now the invisible wall approach means bots get stuck.
Perhaps there is a middle ground between perfect model and collision mesh alignment and a giant invisible wall that blocks off the whole area?
(I’m putting twitch clips in code block as the embed appears to be broken for them, I’m trying to find more convenient ways to record and document bugs or issues).