Large Hexagonal Grid

For instance, if the player select a cell and click on Attack, the cell should return its closest neighbor who are on the player’s team and determine if an attack is possible, stuff like that :stuck_out_tongue:
If the player owns a cell, it should raise a bit over the others and change its color to the player’s one.
Also, they would need to update following the server data (their color should change and maybe their position)

So the generation algorithm should pop actors every K*(X_coordinate) where K is the size of the Hexagon and when the Y coord is 1,3,5… add a X offset of K/2 and a Y offset of Y*(4/3) ?
Should i directly make that in C++ or the Blueprint will be fine for a Mobile game ?
If each cell is an actor, will that be too much for the engine to handle?
(There could be like 3k to 5k cells at the same time)

I Need to have a generation as fast as possible, that’s what scares me on mobile phone, i don’t want a game at 0.5fps that takes 30 minutes to generate the map