I once again did as you said, and it did work this time. The thing is, i wanted my EQS to be spawned around actor who was seen or who attacked the enemy and not the enemy itself.
However, thanks to you i was able to fix some smaller mistakes (like the one with using Actor variable as output of EQS instead vector one) and i figured out that the origin of my problem is located not in behavior tree or context for eqs, but in the AI Controller. All this time i was trying to set TargetToAttack variable in the wrong place, so it wasn’t working as it should. I moved that one thing somewhere else (to more suitable part of the function) and now it’s working as it should (both my previous EQS and the new, test one as well).
Thank you very much for your time and all divices. Without you, I probably still would be looking for problems in behavior tree