This is a quick reference for the Nodes and Tests available in the Environment Query Editor.
Finds all of the Actors of a class within the Search Radius around the Search Center. The Actors are returned as the Items to be used in the tests.
The max distance to look for the desired Actors.
Searched Actor Class
The Class of the Actor to look for (Pawn, Character, etc...)
The context to center the search on, such as from the Querier or perhaps some other context.
Radiates traces out from the Circle Center, returning the hits on the edge of the radius (of the generated Circle) as Items.
The radius of the circle that will expand out from the Circle Center.
The space (in cm) between the items generated on the outer edge of the circle.
This will enable the use of the Arc Direction feature which will enable you to focus the arc in a direction based either on a rotation of a context or the vector formed between to locations.
The angle of the arc measured in degrees.
The context used as the center for the circle.
The type of trace to use.
If the resulting items should be projected onto the NavMesh (and which NavMesh data set to use).
Like Grid, but this paths to different points on the NavMesh, only returning Items that are less than or equal to the Max Distance away.
How far to path away from the Querier.
The distance between the generated items.
Path to Item
Whether to path to or from the item.
The context to generate the pathing grid around.
The Navigation Filter to use.
Generates a grid of Items around the Querier.
The height and width of the grid of Items to generate.
The distance between the grid Items.
The context used to Generate the Grid.
Should the grid be projected onto the NavMesh? This will move Items that may be inside walls or blocked, back onto the NavMesh, which can create bunching if a grid line happens to be just beyond the edge of the NavMesh.
This will return the direct distance between the Item and the chosen Distance To. If the Distance To is more than one location, it averages the results of each distance check.
If the Distance Check should be done in 3D, as a 2D XY plane, or just along the Z axis.
The Context that should be used to measure distance to.
Should the test Filter, Score, or Filter and Score the result? Filtering will remove Items that fail the test, while scoring will weight an Item.
Change the type of filter to be a minimum, maximum, or range of values. Any values outside the values set in Float Value Min and/or Float Value Max, will be culled.
Float Value Min
Filter any value less than or equal to this value.
Float Value Max
Filter any value greater than or equal to this value.
If a value isn't filtered, you can clamp it to limit a test's influence. Change the Clamp Min/Max Type properties to enable this.
Clamp Min Type
How should the lower bound for normalization of the raw test value before applying the scoring formula be determined? Should it use the lowest value found (rested), the lower threshold for filtering, or a separate specified normalization minimum.
Clamp Max Type
How should the upper bound for normalization of the raw test value before applying the scoring formula be determined? Should it use the highest value found (rested), the higher threshold for filtering, or a separate specified normalization maximum.
This modifies the score of the test to adhere to a curve. This can be a Constant, Linear, Squared, or Inverse Linear curve.
The weight this test has among all the tests. Can be negative.
Calculates the Dot Product of two vectors. These can be Context Rotations, or the vector from one point to another. Useful for figuring out if one thing is facing another.
Mode set to Rotation:
Returns the rotation vector or the chosen context.
Mode set to Two Points:
Uses this Context's location as the first point of the vector define a rotation.
Uses this Context's location as the end point of the vector define a rotation.
Whether the test should calculate using the complete 3D vector or just the 2D heading vector of the Line A and Line B vectors.
A Dot product returns a value from -1.0 to 1.0, this will make the test return the Absolute Value of the Dot product.
The weight this test has among all the tests.
Tags to Match
Whether to match Any or All tags from the Gameplay Tags property. Basically an or or and statement.
The tags that should be matched.
Essentially, are you looking for a true match or a false match? If the item returns that it has a desired tag, then this would allow you to remove it instead of keep it.
Does the path exist to (or from) the Context.
How expensive is the path to (or from) the Context?
How long is the path to (or from) the Context?
The Context to Path to or from.
Path From Context
Should the pathfinder go to of from the Context.
Filter out any Item that is unreachable.
Use Hierarchical Pathfinding
Should Hierarchical Pathfinding be used, as it's faster, though less accurate.
Less of a test (though it can be used to randomly filter out Items), and more of a way to modify the weight of an item to add a bit of fuzz to what the AI decides. This generates a value from 0.0 to 1.0.
This will trace to or from an Item to a Context and return if it hit it or not. You can invert the result using the Bool Match property.
The channel to trace against, by default Unreal Engine 4 has Visibility and Camera. Trace Channels can be added and adjusted in the Edit Menu -> Project Settings -> Physics -> Trace Channels
Line, Sphere, Box, Capsule
If the trace should be against the mesh (complex) or just the simple collision
Only Blocking Hits
Whether the trace uses blocking or non-blocking traces in its results.
Trace From Context
The context to trace from, such as the the Querier, an Item, or any Custom Contexts you may have created.
Item Height Offset
This will add a Z offset, in cm, to the Item the test is tracing to/from.
Context Height Offset
This will add a Z offset, in cm, to the Context the test is tracing to/from.
While not actually nodes, Contexts play an important part in how Environment Queries work, and are listed here for reference.
Items are what are created by the Generator. At the most simple, if using the EQS Testing Pawn, they are the spheres that appear in the editor.
The Querier is the Pawn that is currently possessed by an AI Controller that is executing the Behavior Tree that has called on this Environment Query.