So I have a procedurally generated path, but I want to make sure that it is solvable by the PathFindingService before I put the player at the SpawnPoint, to do this, I've added the following, using the older FindPathAsync() method. (I tried the newer CreatePath() approach that is on the wiki, but Studio gives me an error saying: PathfindingService.CreatePath() is a new API and has not been fully deployed yet. I don't think it's working properly, though I'm not getting any bugs at run-time. My issue is that it is Async and yields until returning a path, but if there is not a path available, then there might be an infinite loop? Here's the snippet

		local solvable = false
		
		while not solvable do
			local container = game.Workspace:FindFirstChild("MazeContainer")
			if container then  -- Get rid of the old path if it exists
				container:Destroy()
				container = nil
			end
				
			BuildMaze(FromDimensions(_sizeX, _sizeZ, _seed, _posY), _sizeX, _sizeZ, _posY, _buildX, _buildZ)
			
			local path = pathfinding:FindPathAsync(startPoint, goalPoint)
			wait (3) -- Give the async operation time to complete if it can
			local wp = path:GetWaypoints()
			if wp == nil or #wp < 2 then 
				_seed = _seed + 1		-- This seed wasn't solvable, move to the next iteration
			else
				solvable = true
			end		
		
		end

I'd prefer to yield here (at the wait(3) line) until a result is found or not found, i.e. Enum.PathStatus.NoPath any tips on getting Studio to let me use the newer API?