How to visually implement World Wrap on a Hex Map?

Currently I am going to try and “Shadow” my main map to the east and to the west.

I am going to render my main map like normal. The process I use to determine the Vectors for this map I will use 2 more times with offsets so that I can render a “Shadow” of the map to the east and the west. These Shadows will contain collision volumes and everything just like the main map. All stored indexes will match at all times. Any change to a Shadow updates the single set of arrays that basically run the map.

I will use streaming to keep the loaded maps to a max of 2, but hopefully smaller chunks for the larger maps.

As I scroll further east or west, the player pawn will run into a trigger volume that teleports him to the equivalent position on the main map

The AI won’t care about the Shadows. It will only see the main map and anything that happens or takes place on the main map will replicate to the shadow maps solely for player visuals and interaction.

This setup should be acceptable until I figure out a more elegant way to wrap the world(or such a way is added to the editor/BP).

Here is the map with shadows:

Just need to work out streaming and put teleport volumes in near the far end of each shadow.