Working on a hiding behavior with EQS and Behavior Tree.
I’ve got distance and visibility working based on a context from the player character. Tried changing the context to query, my player, etc. Tried Trace to Item and bool match.
I can’t seem to trace from the third person camera to filter results.
Sounds like you just need to implement a kind of ‘EnvQueryContext_ThirdPersonCamera’ and use it for visibility test. You can easily implement such a context it both in C++ and Blueprints.
I tried a couple variations with no success. I tried reaching into the Character and grabbing the component, but that was incompatible with actor type that the function in the context wants. I ended up making a blueprint that has a null that reaches into the camera component and matches its position on tick. Then I used that blueprint and populated the context with ‘getAllActorsofClass’ for a standard visibility trace. Pretty sketchy, and doesn’t work that well.
I think I’m missing something obvious in setting the context.
Make a blueprint derived from EnvQueryContext_BlueprintBase, implement ProvideSingleLocation and return camera’s location. Have you tried that? Maybe I am missing something
Not sure what you mean by “on tick”. Context is asked to supply location/actor when it’s needed, and is never ticked (at least not as part of EQS processing).