Hey Everyone
I’ve been trying for a couple days now to figure out how to replace an instanced mesh based of the rotation of the mesh next to it.
So you can understand, I’ve got a blueprint that creates a random path based of tiles, when the path gets to an intersection (3way or 4way) the blueprint gets spawn again at each intersection to create new path, and it goes on like that.
I do have some logic that detects if there’s a collision ahead when an intersection is placed, and in that case the intersection gets replace with the appropriate tile.
However there’s times when the new paths created at the intersection will block out the other intersection, and in that case, I just can’t figure out how to replace that tile.
Any ideas or something I could try?
Appreciated.
[Solved]
I finally managed to find a way to make this work
I had to account for the Z rotation, and get that from the Rotation from X vector.
And if these 2 are not equal, delete and spawn the new tile.
works fine, also made sure to first check ‘‘if’’ there’s collision around and then perform a change.