Mons, I went through the Math Hall content and was impressed by some of the material setups where your variable changes and it goes from grass to stone with various transitions depending on what is needed. It seemed pretty brilliant and I think I could put it to good use with my tiles. However, I still need to be able to swap between a flat mesh, a hill mesh, and a mountain mesh at a minimum. Maybe multiply that times the number of different forest types I have.
Not sure how it would affect performance when thousands of tiles are using it though.
That is the idea, but I am still trying to figure out how to implement it. Right now my tiles are basic instanced meshes and I want to change over to blueprint tiles.
I think Nawrot and I are on the same step. Trying to figure out how put class functions inside the instanced static meshes. Can you instance a blueprint, or is there a way to transfer functions into instanced components? Or have a blueprint spawn, but it’s mesh representation be instanced?
I believe we talked about this before though, and you advised the use of instanced meshes only for visuals with volume actors carrying all the information. For that to work in my setup I just need to be able to change any given mesh, such as a plains mesh to a mountain mesh. Either a Set Mesh, or Destroy Actor and replace with the updated mesh.
I already add them to an array. I just haven’t tested yet how I can interact with an individual tile using that index. I think I am going to try some simple “Get Index, Set Mesh” or “Get Index, Destroy Actor” functions to test how I can interact with them.