The object must move rather than teleport, for gameplay and aesthetic purposes.
I did try the movetopathnode output but it didnt really work because the origin path_track must be directly connected to the target path_track in a forwards connection, which isn't possible since path_tracks can only connect to one other path_track, plus one alternate branch path.
Actually I have an idea (this next part is my thoughts in real time so there may be confusion)
Maybe using a system of teleports and movetopathnode would work, but a little bit different way.
I could have the object just have an origin point that isn't too suspicious looking, maybe the black room (hallway type area) and have most of the paths lead back to it, then have the moving object teleport-switch paths to an identical point on that origin that leads to a new room of the map, and once the moving object has made a stop at those places, they would be idle there for however long I wanted.
Then, afterwards, I would build branching paths, which have origin points identical to those stop points in the rooms that the moving object will teleport to after the idle time is up, and have each path point is teleports to be randomized.
The paths could be from one room to the neighboring, without including ones that aren't nearby. For example, room light blue could lead to room light red and room puke brown. Maybe room black. But it could not lead to room purple, room white, room grey, etc.
/ideas
Ok that was a long post XD I'm going to try some more stuff out and report back.