1:41 it's probably worth mentioning that you *HAVE* to name your folder "EQS" *AND* it needs to be in the content folder otherwise you wont be able to assign the query template to the testing pawn!
First of all, you are damn awesome. Second, a suggestion for you: use the * ' * key while playing the game to check AI character status (including EQS)
Thanks a lot for the tutorial. I think it is absolutely much easier to understand watching your stuff. I found a bug that I am not sure how to solve. I think if the EQS tries to find a new location while you are in the air it doesn't get any and the AI returns back to the origin. I tried jumping non-stop to replicate the problem and yes it seems jumping is the issue as the location is unreachable by the query while in mid air? I guess it only works while touching the navigation area? How would you solve that if you don't mind?
You could create a custom decorator node that checks that the target characters IsFalling variable (from the character movement) is false before trying to find a teleport location. Just one idea 😊
@@esotericgamedev Yeah that's what I was thinking all the time I was waiting for you to know if there was a way of having EQS in a 3D grid or projecting down to the nav mesh or what ever but I also found out there isn't. Thanks a lot for the tip.
So I tried adding it to the Run EQS Query as a blackboard Base Condition as IsFalling from the character but it doesn't seem to stop it and try again. Everything aborts the same way. I guess it would be IsFalling Is Not Set, right? I know it is working because if I set to Is Set then it won't teleport until I jump. Maybe the problem isn't jumping and it is something else? Funny because the problem comes from jumping only...
how would you go about making an EQS that generates an array of actors, but excludes itself, for example having an AI creature detect all creatures but itself
Demi-God -> Semi-God.. Great stuff!
😄 glad you’re enjoying the series
1:41 it's probably worth mentioning that you *HAVE* to name your folder "EQS" *AND* it needs to be in the content folder otherwise you wont be able to assign the query template to the testing pawn!
First of all, you are damn awesome. Second, a suggestion for you: use the * ' * key while playing the game to check AI character status (including EQS)
Glad I could help. Also that's a neat tip, I was unaware of that so thank you :)
Thanks so much for these, very helpful
My pleasure, good luck with your project
Thanks a lot for the tutorial. I think it is absolutely much easier to understand watching your stuff. I found a bug that I am not sure how to solve. I think if the EQS tries to find a new location while you are in the air it doesn't get any and the AI returns back to the origin. I tried jumping non-stop to replicate the problem and yes it seems jumping is the issue as the location is unreachable by the query while in mid air? I guess it only works while touching the navigation area? How would you solve that if you don't mind?
You could create a custom decorator node that checks that the target characters IsFalling variable (from the character movement) is false before trying to find a teleport location. Just one idea 😊
@@esotericgamedev Yeah that's what I was thinking all the time I was waiting for you to know if there was a way of having EQS in a 3D grid or projecting down to the nav mesh or what ever but I also found out there isn't. Thanks a lot for the tip.
So I tried adding it to the Run EQS Query as a blackboard Base Condition as IsFalling from the character but it doesn't seem to stop it and try again. Everything aborts the same way. I guess it would be IsFalling Is Not Set, right? I know it is working because if I set to Is Set then it won't teleport until I jump. Maybe the problem isn't jumping and it is something else? Funny because the problem comes from jumping only...
Can EQS be used in 3D space? I want to create a flying AI and want the enemy to navigate around obstacles
how would you go about making an EQS that generates an array of actors, but excludes itself, for example having an AI creature detect all creatures but itself