Why does FindPathSync not return successful path

Hi there! I’ve just migrated from UE5.2 to UE5.3 and suddenly my FindPathSync returns always false (but NavMesh is Ok and character moves using MoveTo). To solve it I had to specify PathQuery.QueryFilter additionally to my previously specified parameters (seems that since EU5.3 it’s turned to null or whatever) Here is the code:

// Use the Navigation System to find the path
UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent(GetWorld());
AActor* OwnerChar = this; // Assuming this is a valid actor like a Pawn
if (!OwnerChar)
{
UE_LOG(LogTemp, Error, TEXT(“Owner is null!”));
return;
}

// Use the default query filter class
TSubclassOf QueryFilterClass = UNavigationQueryFilter::StaticClass();
FSharedConstNavQueryFilter QueryFilter = UNavigationQueryFilter::GetQueryFilter(*NavSys->GetDefaultNavDataInstance(), OwnerChar, QueryFilterClass);

// Now use QueryFilter in your pathfinding query
FPathFindingQuery PathQuery;
PathQuery.StartLocation = StartLocation;
PathQuery.EndLocation = PathDestination;
PathQuery.NavData = NavSys->GetDefaultNavDataInstance();
PathQuery.Owner = OwnerChar;
PathQuery.QueryFilter = QueryFilter;

FPathFindingResult PathResult = NavSys->FindPathSync(PathQuery);
if (PathResult.IsSuccessful())
{
UE_LOG(LogTemp, Log, TEXT(“Path successfully found!”));
}
else
{
UE_LOG(LogTemp, Warning, TEXT(“Pathfinding failed!”));
}