Why is my Pathfinding script not working?

local PFS = game:GetService('PathfindingService')

local R6 = game.Workspace.R6
local Humanoid = R6.Humanoid
local EndPoint = workspace.EndPoint

local Path = PFS:CreatePath()
Path:ComputeAsync(R6.HumanoidRootPart, EndPoint)

if Path.Status == Enum.PathStatus.Success then
	local nodes = Path:GetWaypoints()
	
	for i, v in pairs(nodes) do
		local node = Instance.new('Part')
		node.Size = Vector3.new(1,1,1)
		node.Position = v.Position
		node.Anchored = true
		node.CanCollide = false
		
		if v.Action == Enum.PathWaypointAction.Jump then
			Humanoid.Jump = true
		end
		
		Humanoid:MoveTo(v.Position)
		Humanoid.MoveToFinished:Wait(1)
	end
end

So I don’t know why this isn’t working seeing as there are no errors. The script is located in ServerScriptService, I’ve tried unanchoring the dummy but he still doesn’t move. The node part that’s supposed to show where the dummy is going to go next doesn’t work either.

It would be amazing if anyone could help me.

Try this:

--//Services
local PFS = game:GetService("PathfindingService")

--//Variables
local R6 = workspace.R6
local Humanoid = R6.Humanoid
local EndPoint = workspace.EndPoint

--//Initialization
task.wait(2)

local Path = PFS:CreatePath()
Path:ComputeAsync(R6.HumanoidRootPart, EndPoint)

print(Path.Status)

if Path.Status == Enum.PathStatus.Success then
	local nodes = Path:GetWaypoints()

	for i, node in pairs(nodes) do
		local nodePart = Instance.new("Part")
		nodePart.Size = Vector3.one
		nodePart.Position = node.Position
		nodePart.Anchored = true
		nodePart.CanCollide = false
		nodePart.Parent = workspace

		if node.Action == Enum.PathWaypointAction.Jump then
			Humanoid.Jump = true
		end

		Humanoid:MoveTo(node.Position)
		Humanoid.MoveToFinished:Wait()
	end
else
	print("Path could not be calculated.")
end

Tell me what it prints.

Sorry I didn’t update this, but I already found my solution. Though thank you for trying to help. Have a good day!

Update I found my solution:
Script:

local PFS = game:GetService('PathfindingService')

local R6 = game.Workspace.R6
local Humanoid = R6.Humanoid
local EndPoint = game.Workspace.EndPoint

local Path = PFS:CreatePath()
Path:ComputeAsync(R6.HumanoidRootPart.Position, EndPoint.Position)
Humanoid.WalkSpeed = 25

if Path.Status == Enum.PathStatus.Success then
	local nodes = Path:GetWaypoints()
	
	for i, v in pairs(nodes) do
		local node = Instance.new('Part', workspace)
		node.Size = Vector3.new(1,1,1)
		node.Material = Enum.Material.Neon
		node.Position = v.Position
		node.Anchored = true
		node.CanCollide = false
		
		if v.Action == Enum.PathWaypointAction.Jump then
			Humanoid.Jump = true
		end
		
		Humanoid:MoveTo(v.Position)
		Humanoid.MoveToFinished:Wait(1)
		
	end
end

Nice, I also recommend you use this snippet of code so the NPC doesn’t lag (if you want players to see the NPC):

game.Players.PlayerAdded:Wait()

for i,v in pairs(script.Parent:GetChildren()) do
	if v:IsA("BasePart") then
		v:SetNetworkOwner(workspace:WaitForChild(game.Players:GetPlayers()[1].Name))
	end
end