That would be interesting. I need to know a couple of things here:
a) I made a Texture that contains all bricks. Now, I am unsure if Flipbook has the option to say: “I am the Flipbook and I have 42 frames because I have 7 rows and 7 columns” - Is there an actual integer/value option to have access to that provides the ability to say: (example) Brick with ID number 36 needs “frame” 27 from the 42 frames long flipbook texture? So far I was not able to find a way to access this.
b) Instead of Flipbook, should I better go with UV spaces to set up the rows and lines and then just tell Brick with ID 36 (example) to use the UV space which contains the texture for that particular brick?
c) Does anyone know any sources on how to set up a texture with a layout (probably little white dots to define positions) and to interpret these points to actual actor spawn positions?
d) My first thought was that its best to not spawn or add any mesh and drive the system by spawning the stones on runtime directly. So that on gameplay starts, the system reads a location data table and knows there are 144 predefined points in space that needs to be filled with 144 ID’s from another data table, which will use the brick mesh and their fitting UV texture. All of the 144 stones have to be added randomly though.
Yeah, I really need to dig deeper into spawn actors first - But I really wonder why there is so little documentation or information about using data to define points in space and then let meshes spawn on these positions.