# How to create a hex grid with individual hex id's

**URL:** <https://forums.unrealengine.com/t/how-to-create-a-hex-grid-with-individual-hex-ids/398180>\
**Category:** Multiplayer & Networking\
**Tags:** trigger, table, unreal-engine, grid, Multiplayer, question\
**Created:** [August 2, 2017, 1:17pm UTC](https://forums.unrealengine.com/t/how-to-create-a-hex-grid-with-individual-hex-ids/398180 "2017-08-02T13:17:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![DanInSpace](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DanInSpace](https://forums.unrealengine.com/u/DanInSpace)\
**Post date:** [August 2, 2017, 1:17pm UTC](https://forums.unrealengine.com/t/how-to-create-a-hex-grid-with-individual-hex-ids/398180/1 "2017-08-02T13:17:05Z")

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Hi guys and gals,

So the idea is that this is a multiplayer first person game and each hex is around 10 meters across compared to the player irl. Each player can own the hexes allowing him/her to change attributes of each hex, regarding jump height, run speed, etc. There ideally would be a grid of 1000 ☓ 1000.

My idea to create this was to have on event begin play a nice mathematical piece of code to generate each hex as a child actor from a main hex blueprint. Each child would be given a unique id and then added to a table with its attributes, owner, jump height, etc. Each hex would have to act as a trigger also and detect which player was inside.

My questions are:

Is there a better way?

Is this a good way?

Can UE4 handle 1,000,000 child actors?

Can an actor mesh act as a trigger and detect an individual player that is inside?

Is this a stupid idea?

Thanks for any and all help.

Dan
