Essentially, I’m trying to create a grid of hexagonal tiles, and my intent is/was to use vertex snap to properly position every 3d hex tile onto the grid below it, which would then be hidden in-game. But for some reason, I can not see the vertices of any of the instanced static mesh components that are spawned to create the grid, with the sole exception of the main tile at 0, 0, 0 coordinates (Which is probably because it isn’t being spawned by the blueprint itself but is just a component of the blueprint it spawns with). Any idea why this is the case? Searching tends to lead me toward ‘vertex painting’ which is not what I’m doing or really relevant to me. I haven’t seen anything that says ISM’s don’t have vertices that you can view/utilize for snapping, but yet I can’t see any when I try to move any hex tile with vertex snapping by using left moust button + V. Using a plugin to see all vertices (snapper helper) also confirms that no vertices of any ISM are showing/there, even though the material and mesh itself are confirmed to have vertices working, and you can see the vertices of the hex tiles themselves + the middle of the grid.
Yeah, that’s because they’re ISMs
You can get the transform, and hence the pivot location, using
The index is given to you when you add the instances.
Yeah, that’s what I thought must be the case, I just couldn’t find any information specific to ISM’s stating definitively that they wouldn’t show vertices for one reason or another. That being said, I do have the index and a self-made cube coordinate for each hex, I was just trying to avoid giving every tile a BP that would have to be used to calculate their position based off of the ISM grid position, but I guess that is the best method? Get instance transform seems the way to do that, thanks.
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