Cost of EQS vs Get All Actors of Class node

In terms of optimization, which is better?
I want my AI to know what other AI are in close proximity, so I have 2 choices:
1)Run a EQS service to get all actors in range.
2)Get a list of all actors and then loop through them to check the distance.
This list is then used by another EQS query. I call it once every few seconds and disable if player is too far. Still, I’m concerned about the performance impact.
Thank you in advance

Use an sphere collision and define a new collision Type called AI so it only overlaps with pawns with AI collision. Then use get overlapped actors