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Custom EQS Generator not working

Ok, i'm trying to make my custom eqs generator, but it doesn't work, so here's my setting:

  • in the scene there are 3 Target C (a child class of TargetPoint) actors

  • in my custom query a use ContextC, a simple GetAllActorOfClass context

  • as query Generated Item Type i selected point

  • in my generator i simply cycle trough the ContextLocations, print the coordinates to the log for debugging, and add the location with the AddGeneratedVector

  • the output log display correctly the locations coordinates

  • in the viewport i get just one point from the eqs query in (0,0,0)

Where am i wrong? Is there something i forgot?

I also found other question about the same topic, but all those where based on the "spike-around-querier" example, so none of those made use of Context Locations input, and all of those use a temporary array to store the locations and then use the AddGeneratedVector in a second loop: isn't it much easier to add the location on the fly just after calculate them as i do?

Oh, obviusly the editor crashes if the AddGeneratedVector node is linked to the rest of the generator :D

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Product Version: UE 4.10
myquery.png (77.5 kB)
mygenerator.png (185.8 kB)
debuglog.png (55.1 kB)
viewport.png (328.6 kB)
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asked Mar 24 '16 at 02:47 PM in Blueprint Scripting

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