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Building a generated hex grid with each hex having a unique id

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    Building a generated hex grid with each hex having a unique id

    Hi guys and gals,

    So the idea is that this is a multiplayer first person game and each hex is around 10 meters across compared to the player irl. Each player can own the hexes allowing him/her to change attributes of each hex, regarding jump height, run speed, etc. There ideally would be a grid of 1000 ☓ 1000.

    My idea to create this was to have on event begin play a nice mathematical piece of code to generate each hex as a child actor from a main hex blueprint. Each child would be given a unique id and then added to a table with its attributes, owner, jump height, etc. Each hex would have to act as a trigger also and detect which player was inside.

    My questions are:

    Is there a better way?

    Is this a good way?

    Can UE4 handle 1,000,000 child actors?

    Can an actor mesh act as a trigger and detect an individual player that is inside?

    Is this a stupid idea?

    Thanks for any and all help.

    Dan

    #2
    Do search on forum, there are quite good topics about it.

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      #3
      http://www.redblobgames.com/grids/hexagons/

      Hexes don't need unique IDs, they already have coordinates that you can use to identify them.

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