I am currently studying the EQS system, and read some tutorials already.
In most of them, a ‘generate around querier’ node would be added into an EQS asset, and a Run EQS Query in an AI controller or a behavior tree.
Since it’s ‘around querier’, which means something like a huge grid would be generated for each controller/bt when the method is called.
And since an AI pawn would be moving around( a doom-like game for example) this generation method might be called very frequently, not likely a shared grid for all controllers in the level.
So won’t it be a performance impact to use such a heavy method, or my assumption is wrong?