EQS Testing pawn working with regular EQS generator. thanks. problem is now with customs. either i am getting something wrong or its still broken. hard to find out the real reason if you dont fully dominate the EQS system. im following Epic’s tutorials and EQS guide to try to get this working. started high, didnt work, went as basic as possible (https://docs.unrealengine.com/latest/INT/Engine/AI/EnvironmentQuerySystem/UserGuide/index.html)
- if you add an Actor with AddGeneratedActor, it “works” (sort of). if you try to add the actor location vector it doesnt. worldLocation makes no difference (already tried).
- Generator doesnt recognize custom EnvQueryContext. i know the custom context is working, as i test it with a regular PathingGrid and im able to set my FirstPlayercharacter as the querier (as shown). as soon as set it as querier on the custom generator, it keeps getting the querier as the EQS pawn (the cast to EQSPawn from GetQuerier never fails)
if i am completely misunderstanding this, im sorry. My goal is to mix a pathing grid with a get actor of class. i need to get results based on the pathing grid but it has to be the closest point to the player character. i could do a “All results” and then compare each point and find the nearest, but i want to do it all with EQS instead of blueprint task.