Hi, I have a blackboard key that says if my player is dead or alive (because I need the mesh to persist) and an EQS Query that finds all actors around my AI pawn to target them for attack.
How can I get my EQS query to only return actors that have my PlayerAlive bool set to true? As it stands my player dies but still is returned as the closest target in the list and the AI get stuck there.
so in your EQS query you get all actors, then test against the interface but i’d use a threat value instead of is dead.
So if theyre dead you can multiple threat by 0 and they wont be considered but this also allows you to check distance, health percent etc to find the best target
Is this doable in the blueprint version or will I need to use cpp to test against interfaces and use threat etc? I dont remember such options like testing for interfaces being in the EQS BP.
Sorry I’m still new and not quite following. Should I override within the EQS blueprint, make an EQS C++ class and override there or override within the AI controller C++ class? I’m using C++ for everything but EQS because the tutorial I have used blueprint.