The majority of my EQS queries use a EQSContext_Enemy which just gets the current enemy character from the current AI’s blackboard. I was wondering if it was possible to somehow feed a fake character reference into the EQS testing pawn so I could see the results of my queries in simulation outside gameplay.
I can use the gameplaydebugger fine, but I’d like to analyze the results without the behavior tree running.
I haven’t tried doing any sort of pawn based lookup in the EQSContext_Enemy yet. I imagine that’s the best solution right now.