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EDIT: You were right - it returns false when the path becomes blocked. Thanks again!!! :)
In an End Step controller, I test to see if the path is valid, and if it is not, I delete the wall that was placed last. This part works. However, in between the placing of the wall and the end of step test (while the path is invalid), the enemies get jammed up and disappear. I also tried this in a standard step event and the same thing happens.
I guess it would help to know why pathfinding objects get destroyed when the path becomes invalid so I can prevent that. Any ideas?
Maybe I have to find a way to test if the placement of the wall will break the path before the placement takes place, rather than placing it and trying to fix it on the back-end if it causes a problem?