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Is it possible to instantiate Environment Query contexts?

I have multiple AI with a few EQS queries set up. All works fine but I was wondering how the EQS points are created and how I could reduce the impact of having 50+ AI running my queries.

One of my AI is a small hunt-able animal, when it is aware of the player it runs away, otherwise is picks the closest "roaming area", moves to a random point around it, waits, and does it again until the player spooks it. All of this works fine and is implemented well enough.

However, I realized that each time the query is run, it recalculates the context and makes a new projection of all the points that need to be scored. This works fine for the running away query, since the position of the player (which is my context actor) will likely be different each time the query is run. When it comes to the roaming query tho, the roaming areas and their navmesh are fixed.

Is there a way to generate the context and the surrounding EQS points once, save them somehow, and then reuse the generated points every time an AI runs the query?

PS: I am trying to look into FEnvQueryInstance, but there is very little documentation, and from what I understand it lets you save the result of a query, which is pretty much the opposite of what I want.

Product Version: UE 4.16
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asked Jan 05 '18 at 09:45 PM in Using UE4

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