I’m not sure I understand. Are the enemies limited to a certain number of moves per turn?
You can set the pathfinder to not use diagonal movement. Although, I don’t like that bc people move diagonally. When set, the object moves all the way in 1 direction first and then does the other direction. I would prefer if it did diagonal movement but only when it fits the grid. That’s where the other pathfinder helps.
Now, if the object can only move a certain distance then you can do a move action, calculate the distance and then move either to that distance or to the destination if the distance is within range. It evolves adding up the nodes.
As is, it might help if the object is done moving that you move the object to its current position instead of disabling the behavior. That way it doesn’t have a leftover path.
It’s difficult to try to align an object to a grid while using the pathfinder. It’s best to have the path follow the grid. You can plan the path or calculate the moves.
You could d also use the pathfinder to find a route and then do the moves using a tween. I think I post about this before. You use the direction to the next node for the angle.
Is the pathfinder’s grid set to the same size as your snap size? That would help.
See this for more tips.
https://forum.gdevelop.io/t/make-pathfinding-collision-less-choppy/60067/7?u=keith_1357
I post a lot about pathfinding. These are about the other pathfinder behavior.