Only within a few seconds on an empty map with just one flying AI-enabled pawn and a player character, the following segmentation fault can be observed:
Caught signal 11 Segmentation fault
libUnrealEditor-DonAINavigation.so!UBTTask_FlyTo::OnBlackboardValueChange(UBlackboardComponent const&, unsigned char) [/home/TheGame/Plugins/DonAINavigation/Source/DonAINavigation/Private/BehaviorTree/BTTask_FlyTo.cpp:466]
libUnrealEditor-AIModule.so!UBlackboardComponent::NotifyObservers(unsigned char) const [/mnt/data/unrealengine/Engine/Source/./Runtime/AIModule/Private/BehaviorTree/BlackboardComponent.cpp:425]
libUnrealEditor-AIModule.so!bool UBlackboardComponent::SetValue<UBlackboardKeyType_Vector>(unsigned char, UBlackboardKeyType_Vector::FDataType) [/mnt/data/unrealengine/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/BlackboardComponent.h:348]
libUnrealEditor-Utility.so!UAILibrary::SetBlackboardValueAsVector(AAIController*, FString const&, UE::Math::TVector<double> const&) [/home/TheGame/Source/Utility/Private/AILibrary.cpp:60]
libUnrealEditor-Utility.so!UAILibrary::execSetBlackboardValueAsVector(UObject*, FFrame&, void*) [/home/TheGame/Intermediate/Build/Linux/B4D820EA/UnrealEditor/Inc/Utility/AILibrary.gen.cpp:37]
libUnrealEditor-CoreUObject.so!UObject::execCallMathFunction(UObject*, FFrame&, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:945]
libUnrealEditor-CoreUObject.so!ProcessLocalScriptFunction(UObject*, FFrame&, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1109]
libUnrealEditor-CoreUObject.so!void ProcessScriptFunction<void (*)(UObject*, FFrame&, void*)>(UObject*, UFunction*, FFrame&, void*, void (*)(UObject*, FFrame&, void*)) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:909]
libUnrealEditor-CoreUObject.so!ProcessLocalFunction(UObject*, UFunction*, FFrame&, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1143]
libUnrealEditor-CoreUObject.so!ProcessLocalScriptFunction(UObject*, FFrame&, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1109]
libUnrealEditor-CoreUObject.so!void ProcessScriptFunction<void (*)(UObject*, FFrame&, void*)>(UObject*, UFunction*, FFrame&, void*, void (*)(UObject*, FFrame&, void*)) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:909]
libUnrealEditor-CoreUObject.so!ProcessLocalFunction(UObject*, UFunction*, FFrame&, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1143]
libUnrealEditor-CoreUObject.so!ProcessLocalScriptFunction(UObject*, FFrame&, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1109]
libUnrealEditor-CoreUObject.so!UFunction::Invoke(UObject*, FFrame&, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:5912]
libUnrealEditor-CoreUObject.so!UObject::ProcessEvent(UFunction*, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:2001]
libUnrealEditor-Engine.so!AActor::ProcessEvent(UFunction*, void*) [/mnt/data/unrealengine/Engine/Source/./Runtime/Engine/Private/Actor.cpp:1030]
libUnrealEditor-Engine.so!AActor::ReceiveTick(float) [/mnt/data/unrealengine/Engine/Source/./../Intermediate/Build/Linux/B4D820EA/UnrealEditor/Inc/Engine/Actor.gen.cpp:2053]
libUnrealEditor-Engine.so!AActor::Tick(float) [/mnt/data/unrealengine/Engine/Source/./Runtime/Engine/Private/Actor.cpp:1370]
libUnrealEditor-AIModule.so!AAIController::Tick(float) [/mnt/data/unrealengine/Engine/Source/./Runtime/AIModule/Private/AIController.cpp:56]
libUnrealEditor-Engine.so!FActorTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/mnt/data/unrealengine/Engine/Source/./Runtime/Engine/Private/Actor.cpp:197]
libUnrealEditor-Engine.so!FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/mnt/data/unrealengine/Engine/Source/./Runtime/Engine/Private/TickTaskManager.cpp:284]
libUnrealEditor-Engine.so!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) [/mnt/data/unrealengine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:975]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/mnt/data/unrealengine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:753]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/mnt/data/unrealengine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:641]
libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [/mnt/data/unrealengine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:2114]
libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>, TSizedInlineAllocator<4u, 32, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type) [/mnt/data/unrealengine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:2168]
libUnrealEditor-Engine.so!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool) [/mnt/data/unrealengine/Engine/Source/./Runtime/Engine/Private/TickTaskManager.cpp:564]
libUnrealEditor-Engine.so!FTickTaskManager::RunTickGroup(ETickingGroup, bool) [/mnt/data/unrealengine/Engine/Source/./Runtime/Engine/Private/TickTaskManager.cpp:1591]
libUnrealEditor-Engine.so!UWorld::Tick(ELevelTick, float) [/mnt/data/unrealengine/Engine/Source/./Runtime/Engine/Private/LevelTick.cpp:1531]
libUnrealEditor-UnrealEd.so!UEditorEngine::Tick(float, bool) [/mnt/data/unrealengine/Engine/Source/./Editor/UnrealEd/Private/EditorEngine.cpp:1775]
libUnrealEditor-UnrealEd.so!UUnrealEdEngine::Tick(float, bool) [/mnt/data/unrealengine/Engine/Source/./Editor/UnrealEd/Private/UnrealEdEngine.cpp:471]
UnrealEditor!FEngineLoop::Tick() [/mnt/data/unrealengine/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:5209]
UnrealEditor!GuardedMain(char16_t const*) [/mnt/data/unrealengine/Engine/Source/./Runtime/Launch/Private/Launch.cpp:185]
libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/mnt/data/unrealengine/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
libc.so.6!UnknownFunction(0x2328f)
libc.so.6!__libc_start_main(+0x89)
UnrealEditor!_start()
It works fine if you use the Fly To node in the 'root' BT instead of the sub-level BT. The player location is valid, gets updated every frame, and is within the navigation volume at all times.
Tested on Windows 10 and Linux with UE-5.0.3.