EQS Query Params causing ram overflow

learning to use the EQS and was trying to use the Query Params to make it a little more robust. followed instructions I found on another thread; EQS Query Params in Blueprint - Blueprint - Unreal Engine Forums

attempted the same thing and upon trying to play the window sat frozen mid process and I watched my ram climb to max (32gbs) video processing on the computer crashed, and the computer got stuck ( video in the background kept playing audio once and awhile, but everything was frozen and really really slow, like, the pitch drop was moving faster). rebooted, retested to verify that the setup was causing it, it was, ended task before I got stuck again and ue4 force closed just fine. attached picture is the setup for the Query Param.

Note: I think proper form for setting the parameter is actually QueryParam.NumberOfPoints in my case, but entering that results in a 0 length array being sent.

My current workaround for this is going to be calling a single false run eqsquery and get the length of the result to judge all further actions on during the beginplay event.

So to be clear, the bug I’m reporting is that a wrongly sent parameter name to EQS does not result in any error catching and seems to cause a ram leak.

Hello,

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Thanks