Red Vector Creations - Virtual Grid System – 100% Blueprint (UE5)

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