PathfindingService Skipping Waypoints Ingame

Hello.

I am currently creating a navigation system that relies on pathfinding. What this system does is gets a collection of waypoints through pathfinding service, and displays a mini “brick” where, the closer you get to them, they fade away. Its suppose to show you the direction to go, and in studio this works great as shown in the video below:

But for some odd reason, without changing any code, playing the game on roblox and doing the exact same steps warrents a massive blank zone. This blank zone changes based on where I stand, but I am so confused why this is the case

Any help is appreciated

Code:

-- Module code finds the closest road to the player and pathfinds to the end goal
function module.SetNavigation(player, endPosition)
    local character = player.Character 

    if character and character.Humanoid:GetState() ~= Enum.HumanoidStateType.Dead then
        local path = PathfindingService:CreatePath({AgentCanJump = false, WaypointSpacing = 6, AgentRadius = 1, AgentHeight = 1})
        local closestPos
        local closestRoad
        local closestDist = math.huge

        for _, road in workspace.PathfindingPaths:GetChildren() do
            local closestPoint = ClosestPointOnPart(road, character.HumanoidRootPart.Position)
            local dist = (closestPoint - character.HumanoidRootPart.Position).Magnitude

            if dist < closestDist then
                closestDist = dist
                closestRoad = road
                closestPos = closestPoint
            end
            road.BrickColor = BrickColor.Gray()
        end

        closestRoad.BrickColor = BrickColor.Red()
        path:ComputeAsync(closestPos, endPosition)

        local waypoints = path:GetWaypoints()
        print(closestPos)
        beginNavi:FireClient(player, waypoints)
    end
end

The code on the client all it does is just loops through what is returned here and creates the bricks AT THE LOCATION OF THE WAYPOINTS