EQS Testing Pawn not working

I meant overriding “Provide Single Actor” on a Blueprint of class EnvQueryContext_BlueprintBase (named EnvContext in my example). the way to reproduce it is just doing the same tutorial, steps linked at this time Setting Up Advanced AI | Live Training | Unreal Engine - YouTube

As i understand, we override the function to select our own Querier for the Trace (Setting Up Advanced AI | Live Training | Unreal Engine - YouTube), but the EQS pawn never shows the Trace using the blueprint with overrided “provided single actor”, makes it look like theres no querier, so every point on the grid is valid. If you chose the EnvQueryContext_Querier c++ class (as shown on engineenvquery.jpg) it does detects shows correct data…so i assumed that if my EnvContext blueprint does something as this (DummyEnvContext.jpg), it should work as the default c++ class, where the querier is the eqs testing pawn…still, it doesnt shows any difference as the data on myenvquery.jpg.

But if i hit play…it moves as soon as it sees me (using the steps on the tutorial). so im assuming it does works, its just EQS testing pawn issue.

UPDATED: Adding the my EnvContext blueprint.