PathFind Cannot ComputeAsync() and :GetWayPoints() returns empty table

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    i wanna make a path finding

  2. What is the issue? Include screenshots / videos if possible!
    cannot compute the path and :GetWaypoints() returns empty table

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    i already searched the developer hub and i didnt find any solution

this is the code:

local seats

	for i,v in pairs(game.Workspace.Terrain.Restaurant.Tables:GetDescendants()) do
		if v.Name == "Seat" then
			if not v.Occupant then
				print(v.Occupant)
				seats = v
				break
			elseif i == #game.Workspace.Terrain.Restaurant.Tables:GetDescendants() then

			end
		end
	end
	repeat 
		wait()
	until seats

	wait()

	local pathSrv = game:GetService("PathfindingService")
	local path = pathSrv:CreatePath()

	path:ComputeAsync(script.Parent.Torso.Position, game.Workspace.TpPart.Position)
	
	print(script.Parent.Torso.Position)

	local ways = path:GetWaypoints()

	print(ways)

	for i,v in pairs(ways) do
		script.Parent.Humanoid:MoveTo(v.Position)
		script.Parent.Humanoid.MoveToFinished:Wait()
	end

please help!

Nvm, Fixed, the problem is theres some parts blocking the path and it couldnt compute, But i already put no collision on the part that blocks the path, a bit weird.