A lightweight and flexible virtual grid system built entirely with Blueprints.Perfect for strategy, simulation, or resource management games, this tool lets you define invisible grid cells across large areas and store custom data per cell without placing any actors in the world.
You can simulate systems like resource extraction, area control, or AI scanning with excellent performance and full modularity.Easily customizable via a Primary Data Asset and a clean cell data structure, the system adapts to your gameplay needs without code duplication.
The grid is generated cell by cell in an optimized loop, with no actor spawning involved. This makes the system extremely lightweight and performant, even across large surfaces. All data is stored and processed virtually, allowing for fast access, updates, and logic execution without cluttering the level or consuming unnecessary resources.
🧠 Key Features:
Central Grid Manager: BP_Virtual_Grid_Manager
Dynamically generates a grid based on a simple setup.
Converts world locations into virtual cells and provides fast access to their resource data.
Demo Actor: Debug_resource_at_location
An example actor that auto-detects the resource data under its position and displays it.
Function Library: BFL_Virtual_Grid_Manager
Blueprint Function Library providing utility functions to interact with the virtual grid manager.
Interface: BPI_Virtual_Grid_Manager
A blueprint interface to cleanly communicate with any virtual grid manager and get cell data.
Structure: S_Virtual_Grid_Cell_Infos
A structure for storing the generated cell data. (Customize it as you need.)
🔧 Data-Driven Grid Setup with Primary Data Asset
This system uses a Primary Data Asset (DA_Demo_Grid_setup) to define grid parameters:
Grid bounds (Min/Max in X and Y)
Cell dimensions
Z offset
Cell chunking (generation spread over frames for performance)
Debug options (cell line color, visibility)
✅ You can create multiple configurations for different grid layouts, sizes, or levels. Just select the desired Data Asset in the manager, and the grid is instantly generated. Ideal for multi-zone games, scenarios, or dynamic grid swapping.
Included Assets
BP_Virtual_Grid_Manager (Actor) – Core logic and grid generation
Debug_resource_at_location (Actor) – Debug tool for resource display
BFL_Virtual_Grid_Manager (Function Library) – Utility Blueprint functions
BPI_Virtual_Grid_Manager (Interface) – Communication system
DA_Demo_Grid_setup (Data Asset) – Default grid setup configuration
PDA_Grid_setup (Blueprint Class) – Parent for creating custom grid setups
S_Virtual_Grid_Cell_Infos (Structure) – Structure with cell data.
Perfect For:
Resource gathering systems (mining, farming, extraction)
Large open world.
Grid-based AI logic and placement systems
Territory control, fog of war, and cell scanning mechanics
100% Blueprint – Plug & Play
No plugins or C++ needed
Highly modular and cleanly organized
Works with Unreal Engine 5.x