SplineUtility.GetNearestPoint returning float3(Infinity, Infinity, Infinity)

When I was developing a system for discovering the nearest point on a spline where a contact point lied, I was encountering weird issues with building the mesh along the spline. Then, upon debugging the game more, I discovered that the out nearest parameter of SplineUtility.GetNearestPoint was returning float3(Infinity, Infinity, Infinity).

Is this a bug? If not, what can I do to avoid this issue?

Whoops, nevermind, I discovered the issue, I was inputting Infinity into the method! Sorry, please feel free to close this.