EQS Testing Pawn not working

Testing grid wont show up when using eqs testing pawn and a simple query using a pathing grid.

I ran into this problem following the advanced ai talk:

Here a video on how to reproduce the test:

Hello,

I have been able to reproduce your issue, but it seems to have been resolved internally, and the fix will be available in a later version. The EQS Testing Pawn also seems to be functioning as expected in 4.10.4.

Have a great day

Thanks for the quick response!

Ran into this too, is there no workaround?

Hello,

What version of the editor are you working in?

master branch. also, i tried the tutorial, eqs pawn starts showing data when you add Trace on visibility, but doesnt works when you add the env context overriding the Select single Actor (it works when using the default env querier). the ai hides do hides from me, so im not dont the code itself is wrong, just the eqs testing pawn.

I’m not sure I understand what you mean when you say “Env context overriding the Select Single Actor”. Could you please provide a few screenshots of your setup so I can reproduce it on my end?

Thank you

I meant overriding “Provide Single Actor” on a Blueprint of class EnvQueryContext_BlueprintBase (named EnvContext in my example). the way to reproduce it is just doing the same tutorial, steps linked at this time Setting Up Advanced AI | Live Training | Unreal Engine - YouTube

As i understand, we override the function to select our own Querier for the Trace (Setting Up Advanced AI | Live Training | Unreal Engine - YouTube), but the EQS pawn never shows the Trace using the blueprint with overrided “provided single actor”, makes it look like theres no querier, so every point on the grid is valid. If you chose the EnvQueryContext_Querier c++ class (as shown on engineenvquery.jpg) it does detects shows correct data…so i assumed that if my EnvContext blueprint does something as this (DummyEnvContext.jpg), it should work as the default c++ class, where the querier is the eqs testing pawn…still, it doesnt shows any difference as the data on myenvquery.jpg.

But if i hit play…it moves as soon as it sees me (using the steps on the tutorial). so im assuming it does works, its just EQS testing pawn issue.

UPDATED: Adding the my EnvContext blueprint.

Testing this same scenario on an empty project, grid shows after adding a test into the Query (if you select Step to Debug Draw 0), but disapears if there is no test. Tried the same EnvContextQuery as above with no results…still not showing the data using other actor as querier

Note: this specific test was done on 4.11.2 release version

Thank you for the additional information.

In the clean project, you say if you don’t select a test that the data isn’t showing up. That sounds expected to me. Could you explain why you think that having no template selected would show results on the grid? It’s quite possible that I’m misunderstanding what you are saying.

Have you tried setting Steps to Debug Draw to 1? That’s what mine is set to, and the results seem to be displaying properly on my end.

What i meant is that if there is no test, it doesnt shows any data at all, not even the PathingGrid (just like the original poster did on his video). it is supposed to show that even without tests, just like they did at the beginning of the tutorial.

Sorry for cutting the screenshot like that, but in template1testadded.jpg, Steps to Debug Draw is set to 1. if i delete the test (Trade on visibility), there are no steps to debug.

Hello,

After some additional testing in 4.12, it seems that this is working as intended. When you are using the pathing grid, if you have the Querying Mode set to All Matching, it will not show the specific results like it would if you have it set to Single Best or any of the other options. If I’m understanding your issue correctly, and please let me know if I’m not, I think that setting your Querying Mode to something other than All Matching will display the results that you are looking for.

Let me know if you have additional questions regarding this issue.

Have a great day

Thanks for the reply.

post related (4.11 issue)

But its not working as intended (4.11.2 built from source), you dont need to select Single best to make pathing grid work or add a test to show the grid (as shown on the tutorial). also, the context override function (as shown in Setting Up Advanced AI | Live Training | Unreal Engine - YouTube doesnt works either)

but im glad its working as intended on 4.12, that means it actually got fixed.

Give it a shot in 4.12 and let me know if you have any additional issues, and we can continue to investigate the issue. It seems to be working as intended based on my tests, but definitely let me know if you see different results.

Have a great day

Bump. 4.12: The testless EQS Query on the Pawn works but the rest of the tutorial (as explained) where they set the custom EnvQueryContext to override the “Provide Single Actor” still doesnt works (as shown on the tutorial) with the EQS Testing Pawn.

after deleting and re-adding the EQS testing pawn on 4.12, everything works as expected.

further testing: custom EQS generator still doesnt works as https://docs.unrealengine.com/latest/INT/Engine/AI/EnvironmentQuerySystem/UserGuide/index.html shows

Hey there,

I had the same issue so I got to update my Engine version. But for now, I Still can’t make my ProvideSingleActor C++ function to work. Has someone found a way to fix this problem ?

Thanks

Hey Lucius9,

Could you please open a new post regarding ProvideSingleActor not functioning in the Bug Reports section? I’d like to investigate that as a separate issue.