EQS filter not working in-game (but works on test pawn)

I am trying to find a point to take cover. Here’s my (test) setup:

Blackboard:
(For testing, I have disconnected all other nodes and running only the EQS)

EQS:
Generator:


Trace Test:

EQ Context:


Now when I test it using EQS testing pawn it works perfect as intended. Screenshot:

But when in-game, the filter just doesn’t work (I deleted the testing pawn and the manually placed PlayerCharacter from the level). Screenshot:

My UE version: 5.0.3.

I have tried a lot of things (including tearing my hairs), but couldn’t find anything. If someone can shed some light that will be great.

TIA

Solved it finally by using custom generators, like shown in this amazing tutorial: Tutorial: AI - Soldier cover example Part 3/4 - Unreal Engine 4 + Unreal Engine 5

Thanks to LeafBranchGames for this tutorial and for his amazing support over Discord. So if any of you are having the same issue, you can follow this tutorial and support this amazing content creator.

Hi man, I have the same issue but I don’t want to create my custom generator. It should work out of the box. Did you manage to get it working with built in generators ?
Thank you

Hi,

I had the same issue, and the problem was that I didn’t have any delay in the behavior tree between each EQS.

I fixed the issue simply by adding a “wait” node in the behavior tree’s sequence.