Environment Query System User Guide

Placeholder page for the Environment Query System User Guide.


This page covers the typical workflows for enabling, creating and editing Environmental Query System (EQS) assets. 

Enabling EQS

Before you can start working with EQS, you will need to enable it from the Editor Preferences menu.

  • Under Editor Preferences > Experimental > AI section, enable the Environmental Query System option.


Creating an EQS Query

To create an EQS Asset: 

  1. Click the Add New button in the Content Browser, then under Artificial Intelligence, select Environment Query


  1. Enter in a name for your new EQS asset. 


In addition to Environment Query, you can create custom Generator and Context Blueprint assets in the Content Browser.

Editing an EQS Query

Inside the EQS asset, you can use a Generator to produce the locations or Actors that will be tested and weighted, provide a Context or frame of reference, and Tests to determine which item from the Generator is the best option. The following section will illustrate how to create each of these within the EQS asset.

To add a Generator:

  • Right-click in the EQS Graph and select your desired Generator type.


    After adding a Generator, drag off the Root node and connect it to your Generator. 


    While you can have more than one Generator connected to the Root, only the left most Generator is used in the Query.

To add a Test:

  • Right-click on a Generator and select a Test to add. 


    After adding a Test, if will appear attached to the Generator. Select the Test to adjust properties in the Details panel. 


To define a Context:

  • In the Details panel for a Test, change the EnvQueryContext to your desired Context. 


    The property name may vary based on the type of Test. Please see Tests for more information.

Previewing an EQS Query

You can preview the results of an EQS Query inside the Editor, where weighted/filtered results will be represented by debug spheres. 


In the image above, we debug an EQS Query that returns a location which provides line of sight to the Player Character in the Level. 

Please see AI Debugging or EQS Testing Pawn for more information.

Using EQS with Behavior Trees

After creating EQS Query, you can run the query inside a Behavior Tree as part of a Task.

  1. Inside a Behavior Tree, right-click and add the Run EQS Query Task node.


  2. For Run EQS Query, assign the Query Template (desired EQS asset) to execute and the Blackboard Key it should return.


    The Blackboard Key that is returned will be the highest weight result (Object or Vector). In the example above, we have an EQS Query that is used to locate the Player and provide that location back to a Blackboard Key called  MoveToLocation. 

    You can optionally add parameters to pass to the EQS asset through the Query Config option.

Select Skin

새로운 언리얼 엔진 4 문서 사이트에 오신 것을 환영합니다!

문서 사이트에 대한 의견을 모을 수 있는 피드백 시스템을 포함해서 여러가지 새로운 기능을 준비하고 있습니다. 아래 Documentation Feedback 포럼(영문) 또는 언리얼 엔진 네이버 공식 카페(한글) 중 편하신 곳에 의견이나 문제점을 알려 주세요.

새 시스템이 준비되면 알려 드리겠습니다.

네이버 카페
공식 포럼