My ai is too scared to jump, jumpable gaps

So I have this slight issue, I’ve been using a tweaked version of the pathfinding found in the devforum + documentation

local Pathfinding = game:GetService("PathfindingService")
local Player = game:GetService("Players")
local RunService = game:GetService("RunService")

local wretch  = script.Parent
local wretchHum = wretch.Humanoid

local whackSFX = wretch.UpperTorso.WhackSFX
local injurySFX = wretch.UpperTorso.InjurySFX

local animator = wretchHum:WaitForChild("Animator")

local RunAnim = script:WaitForChild("Run")

local Run = animator:LoadAnimation(RunAnim)
Run:Play()

local path = Pathfinding:CreatePath({
	AgentHeight = 24;
	AgentRadius = 24;
	AgentCanJump = true;
	AgentCanClimb = true;

	Costs = {
		Water = 100;
		DangerZone = math.huge
	}
})

local Character = script.Parent
local humanoid = Character:WaitForChild("Humanoid")

local waypoints
local nextWaypointIndex
local reachedConnection
local blockedConnection

local function findTarget()
	local maxDistance = 600
	local nearestTarget

	for index, player in pairs(Player:GetPlayers()) do
		if player.Character then
			local target = player.Character
			local distance = (Character.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude

			if distance < maxDistance and target.Humanoid.Health > 0 then
				nearestTarget = target
				maxDistance = distance
			end

			if distance < 5 then
				nearestTarget.Humanoid:TakeDamage(1000000000)
				whackSFX.Playing = true
				injurySFX.Playing = true
			end
		end
	end

	return nearestTarget
end

local function followPath(destination)

	local success, errorMessage = pcall(function()
		path:ComputeAsync(Character.PrimaryPart.Position, destination)
	end)

	if success and path.Status == Enum.PathStatus.Success then
		waypoints = path:GetWaypoints()

		blockedConnection = path.Blocked:Connect(function(blockedWaypointIndex)
			if blockedWaypointIndex >= nextWaypointIndex then
				blockedConnection:Disconnect()
				followPath(destination)
			end
		end)

		if not reachedConnection then
			reachedConnection = humanoid.MoveToFinished:Connect(function(reached)
				if reached and nextWaypointIndex < #waypoints then
					nextWaypointIndex += 1
					humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
				else
					reachedConnection:Disconnect()
					blockedConnection:Disconnect()
				end
			end)
		end

		nextWaypointIndex = 2
		humanoid:MoveTo(waypoints[nextWaypointIndex].Position)
	else
		warn("Path not computed!", errorMessage)
	end
end

while wait() do
	local target = findTarget()
	if target then
		print(target.Name)
		followPath(target.HumanoidRootPart.Position)
	end
end

Now it works fine, except for some occassional jitters and the fact the ai completely ignores you after killing you,
but my biggest issue that he likes to shake in his spot at random spots, mainly near something like water or gaps that he can jump.


and a clip.
https://i.gyazo.com/6d2004d24de36e9948db69d4a6aaad79.mp4

update, it seems like he struggles around anything that is a ledge