I was wondering if it possible to modify the values of each EQS point individually by painting values onto them or using a texture that maps out where they have higher and lower values. I’m trying to make an ai that goes to a random point, but I want it to be more likely to go to some places more than others. Is what I’m trying to do possible? Or is there another way to do it?
Depends on what conditions make some of the points more likely to be chosen, you might be able to use the preexisting tests to score them accordingly. For example with distance or dot tests it’s possible that you can create your rules in the EQS template. Otherwise, you could always write your own custom generator (EnvQueryGenerator_BlueprintBase
in BP) or test (can only be done in C++ at the moment) , that has your desired custom logic.