Yet another path finding issue

Attempted:

local SHOW_WAYPOINTS = true
no change

waypoints = nil
no change

removing
path.Blocked:Connect
no change

local function createNewPath()
	local path = PathfindingService:CreatePath()
	path:ComputeAsync(...)

no change

path:Destroy()
no change

local path = PathfindingService:FindPathAsync
no change

Added the following to the Spawner script prior to the loop that does Zombie:Clone:

local PhysicsService = game:GetService("PhysicsService")
PhysicsService:CreateCollisionGroup("NPC")
PhysicsService:CollisionGroupSetCollidable("NPC","NPC",false)
for i, v in pairs(game.ReplicatedStorage.Zombie:GetChildren()) do
   if v:IsA("BasePart") then
      PhysicsService:SetPartCollisionGroup(v, "NPC")
   end
end

no change although the zombies did stop running into each other.

This is showing a LOT of promise as being the fix. It was proposed to address another path finding issue in a different thread. When I first came across it I overlooked it as I didn’t see how it could be relevant. Mostly because I still do not understand what it does and how it could possibly be the root cause of my issue. It has easily run 15x times as long as it normally takes to stall a NPC. I may run it all night to see if it is still healthy in the morning.

	for i, v in pairs(zombie:GetChildren()) do
		if v:IsA("BasePart") then
			v:SetNetworkOwner(nil)
		end
	end

Does anyone know what the above does and why it would address my issue?

Solution was presented in a different path finding thread by @IronRobotStudios here:

And the physics preventing NPCs from colliding and also solution by @IAmPinleon here:

I probably spent 15hours on this stupid bug only to have it fixed in a way had nothing to do with my code! :frowning: