Find Path to Location Synchronously returning wrong path on client

I’m trying to draw unit movement paths for a turn based strategy game. I have the implementation working fine on the server however on the client the navigation path returned when using FindPathToLocationSynchronously has an empty PathPoints array.

I’ve enabled client side navigation and the actor being controlled has had their nav mesh affecting disabled. All of the actual pathing logic for the clientside actor works fine and it moves as expected with the correct restrictions. It’s just the representation of the path that isn’t working.

Any suggestions would be greatly appreciated,
Thanks

75400-serverside_path.png

75411-clientside_path.png