The title says it all, path:ComputeAsync() is yielding indefinitely for whatever reason. Never seen this before nor is it documented anywhere besides being marked as asynchronous, but even then it should not be yielding indefinitely. Here’s the function:
function NpcClass:CreatePathAndWalkTo(toMoveTo) -- "toMoveTo" is a Vector3 value.
print("1a")
local path = PathfindingService:CreatePath()
print("1b")
path:ComputeAsync(self.WorkspaceModel.HumanoidRootPart.Position, toMoveTo)
print("1c") -- "1c" does not print.
local waypoints = path:GetWaypoints()
print("1b")
print(waypoints)
for _,v in pairs(waypoints) do
if v.Action == Enum.PathWaypointAction.Jump then
self.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
self.Humanoid:MoveTo(v.Position)
self.Humanoid.MoveToFinished:Wait()
end
end
Has anyone seen this type of behavior before, or know any possible causes and/or solutions?