Hex Based Grid questions for game (nav mesh?)

We have a game we would like to base off of a hex based grid. I’m curious how we could represent this and still benefit from what UE4 provides.

Our initial thought is to make a data structure that a blueprint inherits from and provide functions for accessing/altering the grid tiles. But then it struck me that with UE4 having nav meshes and nav mesh links, could we piggyback our data structure on that somehow, while still constraining our movement to the hex grid?


This sounds like what you want it’s on the TODO list.

If you know any C++, you might consider using a little C++ and A* instead.

I rolled my own since I wasn’t aware that boost had an implementation. I’d try boosts’s implementation and see if it works ‘well enough.’ It should.