Pathfinding API struggles to detect new Position sent

I’m having a VERY annoying issue where even though it will detect and calculate paths for the positions I give it, it won’t calculate a path for the new position i send to it

it’s making me lose my mind

what makes even LESS sense is the fact that it IS pathfinding for the other positions, it just doesn’t want to for this certain position I give it… It makes no sense, because as you can see it does indeed print out a Vector3 and sends a Vector3… The hell do I do here!?


EDIT: HELL I EVEN TRIED THIS AND IT STILL DIDN’T WORK

Could you post the FollowPath() function?

local function FollowPath(Destination)
	-- Compute the path
	
	local Success, ErrorMessage = pcall(function()
		Path:ComputeAsync(model.Torso.Position, Destination)
	end)
	
	--CreateDebugPathParts()

	if Success and Path.Status == Enum.PathStatus.Success then -- The AI can use this path/destion!
		-- Get the path waypoints
		Waypoints = Path:GetWaypoints()

		-- Detect if path becomes blocked
		BlockedConnection = Path.Blocked:Connect(function(BlockedWaypointIndex)
			--print("Blocked")
			-- Check if the obstacle is further down the path
			if BlockedWaypointIndex >= NextWaypointIndex then
				-- Stop detecting path blockage until path is re-computed
				BlockedConnection:Disconnect()
				-- Call function to re-compute new path
				FollowPath(Destination)
			end
		end)
		
		NextWaypointIndex = 2
		
		-- Detect when movement to next waypoint is complete
		
		while anti == true and wait(0.5) do
			if NextWaypointIndex < #Waypoints and (model.Torso.Position - Destination).Magnitude > 10 then
				-- Increase waypoint index and move to next waypoint
				NextWaypointIndex += 1
				humanoid:MoveTo(Waypoints[NextWaypointIndex].Position)

				if Waypoints[NextWaypointIndex].Action == Enum.PathWaypointAction.Jump then
					humanoid.Jump = true
				end
			elseif (model.Torso.Position - Destination).Magnitude <= 10 then
				BlockedConnection:Disconnect()
				anti = false
				if PriorityDestination ~= nil and callingfunc == true then
					PriorityDestination = nil
					callingfunc = false
				end
				--print("Destination reached!")
			else
				BlockedConnection:Disconnect()
				FollowPath(Destination)
			end
			--Initially move to second waypoint (first waypoint is path start; skip it)
			
			humanoid:MoveTo(Waypoints[NextWaypointIndex].Position)
		end
	else
		print("failed",ErrorMessage)
		wait(1)
		errors += 1
		if errors < 3 then
			FollowPath(Destination)
		elseif errors >= 3 then
			anti = false
			errors = 0
			PriorityDestination = nil
			callingfunc = false
		end
	end
end