When I use this function all happens is that the player glitches out.
I see that it has been avoided with the DirectMoveToTarget function inside the MosterAi script,
which has no pathfinding but just walking straight towards the target.
It would still be better to have a path while following a target that may be behind an obstacle, when the function is called.
GoToPoint works fine on (for example) pivots in the scene, even when its position is set somewhere else really fast (and the funcion is called once after every position change).