I am having trouble figuring out how to destroy specific tiles in a tilemap during runtime.
Any onhit event I try with it destroys the entire tilemap and I fall into oblivion.
Is there a way to call a specific tile in a tilemap from C++ so I can write a small statemachine for this?
The only answer I am finding otherwise is to use sprites or faux 2D sprites using flattened 3D blocks.
This is problematic as it would require 24million hand placed sprites to rebuild my world.