PathfindingService PathStatus == NoPath no matter what

My game has npcs which walk towards existing nodes

Suddenly out of no where NoPath status begins to occur, I’ve attempted several fixes and reverting versions but none of them worked.
What i have tried:
• removing npc ownership to nil function
• removing all loadaccessories to npc,
• attempting with default npc,
• removing collission difference,
• removing all parameters in path and making it default

I’ve even gone as far as doing this:

local PathfindingS = game:GetService('PathfindingService')
local Path = PathfindingS:CreatePath()
Path:ComputeAsync(Vector3.new(0,2,0),Vector3.new(10,2,10))
print(Path.Status)

The above block of code still prints Enum.PathStatus.NoPath
At this point i’ve assumed theirs an issue with the worldspace itself and I’ve spent the past hour trying to find anything that can cause pathfinding to break and so far I’ve found nothing on devforum/api or in studio itself.

Does anyone know a solution to this?

If you want to use PathfindingService on the NPC to move somewhere, Path:ComputeAsync() takes in the first argument as the very first position from where the Pathfinding starts and the second argument as where the Pathfind ends. The question is, you passed in an absolute Vector3 value in the first argument, Are you sure that is the central position of your NPC?.

Also, I’d suggest using the NPC’s humanoid root part’s position as the starting point, no need to provide a Vector3 value.

Therefore:

local PathfindingS = game:GetService('PathfindingService') -- GETS THE PATHFINDINGSERVICE
local Path = PathfindingS:CreatePath() -- CREATES PATH

local NPC = game.Workspace.NPC -- REFERENCE THE NPC MODEL/CHARACTER IN THE WORKSPACE
local HRP = NPC:FindFirstChild("HumanoidRootPart") -- GETS THE HUMANOID ROOT PART OF THE NPC

if HRP then
Path:ComputeAsync(HRP.Position,Vector3.new(10,2,10)) -- THE EFFICIENT WAY IS TO PASS IN THE CENTRAL POSITION OF THE NPC / WHAT I DID IS CHANGE THE FIRST ARGUMENT FROM A VECTOR3 VALUE TO THE EXACT HUMANOID ROOT PART POSITION
end

print(Path.Status)

If it still find it as a NoPath, then the problem might be in the workspace as the NPC have no way to go to that path.

re-read what i typed, i already stated that this was working normally before, my snippet is a Example of Purely trying to compute waypoint nodes. As you can see that doesn’t work. The issue isnt with the npc as it’s two Vectors being parsed

Can you show where the first and the second argument from your ComputeAsync() in your workspace? Let’s see if there’s actually the problem in your workspace.

Turn on NavMesh Visualization under Studio Settings, see if anything is obstructing the path in between the positions you specified.

The issue isn’t the code, my code works perfectly in other places, Yes there is a platform. There is an issue with the service itself, I’m working with other people so I don’t understand how this has occurred but somethings completely broke pfs, What I need to know is how would you achieve the action of making it always be “nopath”, what exactly could cause that to happen when everything seems normal

I’ve turned on NavMesh and it’s no where to be found, looking into causes for this. Will Lyk if i need further assistance thanks!

NavMesh generation is handled in mysterious ways. Sometimes scaling a part by the smallest margin causes it to recompute more accurately.

i don’t understand what’s going on. I’ve even removed the entire map and made it a plain baseplate, checked replicatedstorage for anything odd and constantly rejoined studio, the navmesh is no where to be found. i tried checking if it existed further out somewhere in all directions and i still cant find it. Any clue on how to do something like “reset” or a fix of sorts?

I am not saying that the issue is the code, because it actually may not be. What we would like to see is how things are positioned in your workspace (the start position and the end position), because your Pathfinding is dependent to those two Vector3 values. So we can figure out if there’s really the problem in the workspace.

to clarify when i said removed, i moved it into server storage. I just deleted the entire map and then pasted it back, navmesh has re-appeared. Don’t have a clue why it didn’t exist anymore in the first place But this has solved my problem.
image