I’m working on a prototype in version 4.10.1 which involves a destructible 2D grid of hexagonal tiles. Each tile can take on a variety of forms (i.e. different mesh data) and this can change at run-time.
In the interests of producing a speedy prototype, I would like to have a class “UGTilesGrid” that I drag into the editor viewport and I can immediately see the default tiles (class UGTile). I can then change exposed blueprint parameters and the tiles in the viewport will update accordingly.
I have managed to get this far using Add Child Actor Component in the constructor of the UGTilesGrid blueprint.
The problem is, I want to be able to select UGTiles in the editor viewport and, for example, change a boolean bIsDug state to indicate whether the dug out graphics should or should not be used. This would function as a slow but workable form of level editing until I have time to develop a more appropriate plug in.
I’m beginning to get the feeling that what I want to do isn’t possible with Add Child Actor Component in the constructor. So is there a better way to achieve my overall goal?