8 hours, oh gosh its already day 6. Re-commented some code at the end of the day. Modified, unmodified and re-modified code today.
Debunked usefulness of a youtube comment code block. Made difference in movement penalty reflected in movement speed, calculation done during path setting. When a path was calculated over unfriendly terrain it passed that information along with the information about position. Retracepath() passed out a data structure of vector3 and terrain movement penalty instead of just vector3. Realized that I don't want this if I'm making a MOBA controller. This functionality is now locked behind a publicly accessible bool, can be enabled on a unit by unit basis. Instead I want something that ignores the movement penalties when finding a path, allows the player to go directly into disadvantageous mobility positions. But I still want the movement penalty reflected in the actual speed at which the player moves. Now casting a ray down at the ground to detect if I am on a layer that that should slow down the player and applying that effect. This slow scales off of the size of the movement penalty. Re-commented a the main path finding script so that its easier to read and edit. Burnt out my damn brain.