So I have some ideas I am playing around with and basically building a hexagonal grid I will have to raycast to each tile and identify what kind of tile it is. I am using it as an actor base class and spawning it as a physicsless actor. This appears to be having performance issues. When I get to around 300 or so I get major frame dips. This may seem like a lot but when all those tiles are all tiled next to each other it only covers a small area. I did a bit of testing and something odd stuck out: I made a stack of them 300 tall and I looked up at the stack I had a decent framerate, but if I looked at the base of the stack I dipped to 20fps.
So my two questions.
What is a good, performance friendly way, to have something that is built with tiles?
How can I snap an object to a hexagonal grid?
Blueprint preferred but I am experienced in C++ if needed.