Ok so I’m getting somewhere thanks to @Est_engine ! This is what I have so far, just working between 2 tile types for now, with their edge distances from their origins stored in variables:
https://forums.unrealengine.com/core/image/gif;base64
So right now I’m placing the square tiles on sockets that are placed on the Octagon’s static mesh and then offsetting. I’m running into placement issues I think because of not being able to place the sockets in the exact location between points. Is there a way to get a more precise location with what I have? The solution would have to work with all other shape types, since their distribution will be random eventually.
