Thanks, mate! That’d be great if you wouldn’t mind. I wrote this example project, so I don’t mind sharing a public link for others in the community.
This project is a very simplified version of what I’m doing. You should be able to play and go.
To make it easy to follow:
- Tile generation actions & movement are linked to the player controller.
- Tile generation methods are linked to a custom event dispatcher in the level BP which uses a custom “map” object named “Example_Map” you can find in the Content folder. This object is placed in the scene and holds the HISMC objects we’re adding instances to along with an associated method to do so.
- In the Tiles folder, you can find the HISMC bases I’ve created that are added to the “map” object as components.
- In the Tiles folder you can find the materials and textures being used. I’ve set them up exactly as I have them in my game, but scaled back and not all my custom data inputs are used here (just the important ones). I apologize the textures aren’t great as I whipped them up very quickly to showcase this issue. Feel free to replace the textures as you like.
- In the materials view, this is the most accurate way I find to view the material
- At a certain point of generation / distance from the center, culling will kick in and you can start to see some visual issues of entire tiles disappearing. This is fine and isn’t an issue in my main project, but I didn’t want to spend the time to tie culling into my camera movement for this example.