One would expect Path:ComputeAsync(start, end) to return a path that does not go through parts, especially in a mostly open baseplate area. However, the behavior I am getting every time (even in game) shows otherwise. This happens randomly in any place with pathfinding; I’ve noticed this issue since switching from model:MoveTo() to tweening the model instead.
Here is another case of this happening in a more complex map. I spotted it today. What’s notable about this example is the shrinking waypoint spacing as it nears the failure, then return to normal pathfinding.