I’m trying to make a Manager class that monitors the game conditions and controls spawning of AI OUTSIDE of a behavior tree or blackboard. The idea is, that this manager will spawn different types of enemies based on several variables, but it’s first job is to populate a new area with wandering AI when the player enters it.
It’s supposed to check if the player can see the location, and spawn new enemies out of sight, but I can’t get the EQS to set the location: it always returns the level origin and spawns agents there, or underneath the map. The EQSQuery Querier input only asks for an object reference, which I gave by making a reference to the player on begin play. Checking the query with the EQS Testing pawn always returns a desirable spawn location, and everything compiles, but the EQS test does not seem to be running.
I’ve got it set up on a looping timer, and I disconnected the spawn portion for debugging. I’m just trying to get it to return any location at this point. Once it does that, I can figure out the rest.