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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.


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



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