ClosestAI is set to “None”
Can you send a picture of an EQS test pawn testing your EQS near some of your AI?
Can you temporarily disable the visibility trace on your EQS?
Are you still using the GetAllActorsOfClass ? if yes maybe try indicating the AI class instead of Actor
Yes I am! I’m getting the master class that all my AI is parented to
Are you testing while playing ? because it needs to use the player as a reference for distance.
I’ve looked at the keys to see if they change, and only the “SelfActor” responds with a value it seems. I also tried to plug the sequence directly to the “compare bb entries” node but it keeps going red, so it doesnt continue to the sequence
This is the “compare bb entries” node:

oh lord that reminded me - i did not plug it into begin play ![]()
Let’s see if it works after you connect it then
While the game is running, open your character’s blueprint, select your character here

and monitor the flow in the GetClosestAI event
Is execution stopping at the IsValidIndex branch?
Also I sent an updated version of the graph here
Yes it stops at the “Is valid Index”, I’ll also take a look at the update version!
EDIT:
I updated it. Sorry didn’t see it before.
Now it stops here:

And it doesnt print anything still. I hooked the “compare bb entries” node to the root too, to check if something else in my code was interfering, but still doesnt print
It means the EQS is not returning anything, can you disable the visibility check and only leave by distance, also if you can show how your EQS is setup currently ?
Change the context of the Actor generator to Querier
Still runs red, doesnt print and “closestAI” is still “none” and it still stops in the player character at the “get is valid”










