UEnvQueryTest_Trace::UEnvQueryTest_Trace(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { Cost = EEnvTestCost::High; ValidItemType = UEnvQueryItemType_VectorBase::StaticClass(); SetWorkOnFloatValues(false); Context = UEnvQueryContext_Querier::StaticClass(); TraceData.SetGeometryOnly(); }
UEnvQueryTest_GameplayTags::UEnvQueryTest_GameplayTags(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { Cost = EEnvTestCost::Low; SetWorkOnFloatValues(false); // To search for GameplayTags, currently we require the item type to be an actor. Certainly it must at least be a // class of some sort to be able to find the interface required. ValidItemType = UEnvQueryItemType_ActorBase::StaticClass(); }
UEnvQueryTest_Project::UEnvQueryTest_Project(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { Cost = EEnvTestCost::Medium; ValidItemType = UEnvQueryItemType_Point::StaticClass(); SetWorkOnFloatValues(false); ProjectionData.TraceMode = EEnvQueryTrace::Navigation; ProjectionData.bCanProjectDown = true; ProjectionData.bCanDisableTrace = false; ProjectionData.ExtentX = 0.0f; }