Does it include a camera lock-on system?
There’s camera lock-on in the demo map but it’s provided only as an example, not as a fully fledged feature. This is purely a targeting system. Check out our Ultimate Gameplay Camera plugin for more camera features.
Can I use it with Ultimate Gameplay Camera?
Yes, you can use it with both Ultimate Gameplay Camera and Dynamic Combat Camera. In fact we have a tutorial to help you get started.
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How do I enable/disable debugging?
Click on the numpad number associated with EQS (usually 3 or 4). Press the Divide key to see info on the queries and tests. My targeting does nothing and I see “no EnvQueryManager in world”.
EQS runs on the client, but Unreal does not create the AISystem on clients by default. Add this to Config/DefaultEngine.ini and restart:
The query returns targets that are behind walls or off-screen.
EQS only includes what your query’s tests allow. Add the Pulse Camera Frustum Visibility filter for on-screen-only results, and a line-of-sight trace test if you need occlusion. Targets are filtered, not magically excluded, so the query is the source of truth. The EQS Gameplay Debugger shows exactly which test passed or failed for each candidate.
Dead or invalid targets stay selected for a moment.
The “lost” event fires on the next query refresh after a target becomes invalid, so its latency equals your Update Frequency Seconds. Filter dead and dying targets out of the query (for example with a GameplayTags EQS test) so they drop from the cache promptly.
Performance: how expensive is a query?
The supplied tests are cheap math; the expensive part of any EQS query is item count and traces. Keep your search radius tight, order cheap filters before traces, and run queries on a timer rather than every tick (the component staggers per-instance start times for you). A typical small player query runs well under a quarter of a millisecond.