AIMoveTo node and similar ways to make pathfinding and movement always abort despite valid navmesh. Path points = 0

Ok, so I’ve been busy trying to solve this problem for several hours now. I’ve seen a lot of similar issues but nothing that is really the same so I’ve come here for help. I would just like an AI to move to a given point or to the character. No matter what method I use, the node always ends up sending me back “aborded”. To find a solution, I tried to create a path with the “Find path to Location Synchronously” function. By breaking it down into points, I get 0 points … If I understood correctly unreal has therefore failed to calculate a path. However, the navmesh is well configured and the point to join is well included in the nav mesh. Anyone have a solution ?