Quick answer: Check the generator produces items in range, ensure tests do not filter everything out, and verify the query context resolves to the right location.
An EQS query returning nothing is an empty generator or over-filtering tests. Here is how to fix it.
How to fix it
1. Check the generator
The generator (grid, donut, points) must produce items in a sensible area around the context. A generator with too small a radius or wrong center yields no items to test. Visualize it to confirm it produces points.
2. Loosen the tests
Scoring and filtering tests can reject every item — a distance, line-of-sight, or pathfinding test that nothing passes. Check each test's filter so the query is not eliminating all candidates.
3. Verify the context
The query runs relative to a context (the querier, a target). If the context resolves wrong or to nothing, the generated area is wrong and results are empty. Confirm the context is correct.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.