so one way maybe is to spawn just an actor blueprint with codes inside, but blank visually… and save 'its transform data to an array.
then maybe ill have a spawner handler, and spawns all static mesh is is assigned to to the transform datas it has…
but, im not sure how to trigger updates for each instance…
lets say, a wall is destroyed…
maybe get its id, then remove from the array list of the spawner maybe?
- just rambling ideas here…
ill see if i can make it work when i get back to working it.
@, code i want to preserve, are maybe just options to change the walls attached to the floor.
but im trying to think of another way to do it.
something that would make use of the static mesh instance…