Hi
i have created a custom eqs generator based on my needs and now i want to generate some points based on a custom context created in BP.
here is my .h file:
class MYGAME_API UEQGenerator_Test: public UEnvQueryGenerator_ProjectedPoints
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = Generator)
TSubclassOf<class UEnvQueryContext> Center;
UPROPERTY(EditAnywhere, Category = Generator)
TSubclassOf<class UEnvQueryContext> MyContext;
virtual void GenerateItems(FEnvQueryInstance& QueryInstance) const override;
private:
mutable FEnvQueryInstance* CachedQueryInstanceQuerier;
};
i’ve done this so far for “Center” context that is querier:
void UEQGenerator_Test::GenerateItems(FEnvQueryInstance& QueryInstance) const
{
TArray<FVector> CenterPoints;
QueryInstance.PrepareContext(Center, CenterPoints);
CachedQueryInstanceQuerier = &QueryInstance;
check(CachedQueryInstanceQuerier);
const FVector QuerierLoc = Cast<AActor>(CachedQueryInstanceQuerier->Owner.Get())->GetActorLocation();
}
and how can i get details of this context(“MyContext”) in code? e.g its location and rotation? what should i do?