The NavMesh for the floor in my game has formed little crevices (barely noticeable in the picture, sorry) that prevents NPCs from finding Paths to reach destinations beyond them. Because of this, ComputeAsync() returns “Path not computed! nil” and the PathStatus is Enum.PathStatus.NoPath. However, if there is no crevice in the way, a path gets found successfully.
I have made sure that no invisible walls or obstacles are in the way.
Check if you have any Humanoids in the Workspace that aren’t contained within their own Models, they prevent the mesh from being generated for whatever is considered part of their “character”.
Roblox’s NavMesh generation is limited to a 32-stud radius around the pathfinding agent’s position by default. This means if you try to pathfind to or from a location far away from the agent, the NavMesh won’t generate in those distant areas. This is intended behavior.