EQS in Behavior Tree returns only vectors?

So I just started using EQS and it seems really nice. but I’m having some trouble integrating it with behavior trees. I have a ActorsOfClass Generator that chooses the closest enemy with the lowest navigation cost. The test pawn identifies this correctly but When I try to plug it into the behavior tree it only lets me assign it to a vector key.

How exactly should we be using the tests in behavior trees?

Hi ,

In the blackboard for the Object Key, what have you set the Base Class to? It will need to be set to something other than “object”, preferably “Actor”.

Any screenshots or other information you can provide may help with debugging the problem. Let me know if that helps at all.

Yep that was exactly the problem. I had it set as object. Since I cast it whenever I use it anyway I am able to change the base class no problem.