PathfindingModifier is not considered during ComputeAsync on terrain

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function _G.MoveTo(model: Model, endCFrame: CFrame)
	local humanoid = model:FindFirstChildOfClass("Humanoid")
	if not humanoid then
		warn(`Humanoid in {model} not found!`)
		model:PivotTo(endCFrame)
		return
	end
	local pp = model.PrimaryPart
	if not pp then
		warn(`PrimaryPart in {model} not found!`)
		model:PivotTo(endCFrame)
		return
	end
	local path = PathFindingService:CreatePath({
		AgentRadius = pp.Size.X,
		AgentCanJump = false,
		Costs = {
			no = math.huge,
		}
	})
	local succes, error = pcall(path.ComputeAsync, path, pp.Position, endCFrame.Position)
	if not succes then
		for i = 0, 5, 1 do
			warn(`Pathfinding computeAsync ({i}/5) faield! Error message:\n{error}`)
			succes, error = pcall(path.ComputeAsync, path, pp.Position, endCFrame.Position)
			if succes then
				break
			end
		end
	end
	if _G.Data.debug then
		for _, waypoint :PathWaypoint in pairs(path:GetWaypoints()) do
			local part = Instance.new("Part")
			part.Shape = Enum.PartType.Ball
			part.Material = Enum.Material.Neon
			part.Anchored = true
			part.CanCollide = false
			part:PivotTo(CFrame.new(waypoint.Position))
			part.Parent = _G.Ram.temp
		end
	end
	for _, waypoint :PathWaypoint in pairs(path:GetWaypoints()) do
		humanoid:MoveTo(waypoint.Position)
		humanoid.MoveToFinished:Wait()
	end
end

I moved part, resized it, several times. Nothing changed.

Expected behavior

That path will not run through this part.

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