MoveToFinished:Wait() delays when used

I didn’t really know what category to post this in as I cannot post bug reports but MoveToFinished:Wait() waits for a few milliseconds after the humanoid moves to a waypoint. This is a really annoying issue and I would appreciate if someone made a bug report about this.

I don’t think this is an intentional bug. It should be you code issue, could you show us the code along with the vide of happening?

robloxapp-20211224-2345182.wmv (1.3 MB)

This is the pathfinding function for the script:

function pathfind(target)
	local agentParams = {
		["AgentHeight"] = 5,
		["AgentRadius"] = 2,
		["AgentCanJump"] = true,
		Costs = {
			Doors = 1
		}
	}
	local path = pathfindingService:CreatePath(agentParams)
	path:ComputeAsync(humanoidRootPart.Position, target.Position)
	local waypoints = path:GetWaypoints()
	if path.Status == Enum.PathStatus.Success then
		for _, waypoint in ipairs(waypoints) do
			if waypoint.Action == Enum.PathWaypointAction.Jump then
				humanoid.Jump = true
			end
			humanoid:MoveTo(waypoint.Position)
			if checkSight(target) then
				repeat
					wait()
					humanoid:MoveTo(target.Position)
					if target == nil or target.Parent.Humanoid == nil or target.Parent.Humanoid.Health < 1 or humanoid.Health < 1 then
						break
					end
				until not checkSight(target)
				break
			end
			humanoid.MoveToFinished:Wait()
		end
	else
		repeat
			wait()
			local xRand = math.random(-5, 5)
			local zRand = math.random(-5, 5)
			local goal = humanoidRootPart.Position + Vector3.new(xRand, 0 ,zRand)
			humanoid:MoveTo(goal)
			humanoid.MoveToFinished:Wait()
			break
		until path.Status == Enum.PathStatus.Success
	end
end

It’s not just me who encounters this issue, that’s why I think it should be a bug report