Detect what caused path failure?

Hey all, first topic here.

I’m creating a game with a primary focus of pathfinding. The AI’s pathfinding has worked great so far, except for adding in the ability to block paths. Players are able to “build” barricades that can potentially block paths entirely for the AI. My first work around was finding the nearest barricade to them and sending them there, but that also is not working at all. I have tested and changed things it just doesnt seem to work. TL;DR Is there a way to detect what caused a path failure? Like what blocked the path from succeeding. (Path.blocked does not work, because the path cannot even initiate )

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Can you put up the script you are using, it is kind of hard to find out where a script is going wrong without the script.

note: use the lua format when putting up scripts - ```