# EQS: Dynamic ActorClass in "Generate set of actors"

**URL:** <https://forums.unrealengine.com/t/eqs-dynamic-actorclass-in-generate-set-of-actors/481045>\
**Category:** AI\
**Tags:** Environment-Query, EQS, unreal-engine, search, question\
**Created:** [March 29, 2021, 10:32am UTC](https://forums.unrealengine.com/t/eqs-dynamic-actorclass-in-generate-set-of-actors/481045 "2021-03-29T10:32:45Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![NEVQ151](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NEVQ151](https://forums.unrealengine.com/u/NEVQ151)\
**Post date:** [March 29, 2021, 10:32am UTC](https://forums.unrealengine.com/t/eqs-dynamic-actorclass-in-generate-set-of-actors/481045/1 "2021-03-29T10:32:45Z")

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Is it possible to reuse environment queries that generate a set of actors, but changing the “Searched Actor Class” from Code / Blueprint? I have a strategy game with different resources. Each resource is a blueprint based on a BP\_Resource base class. I would like to avoid setting up a new EQS Query for each and every resource type. Instead I would like to set the desired actor class on a given EQS before running it.

There is a function ProvideActorsSet in the EQS Context class, but it seems to be for a different purpose. At least I can not assign the Context to an EQS Context in order to override the “Searched Actor Class”. I can only use the Context to override the Search Center.

Thanks in advance.
