Ok, I understand that it’s easier to just maintain one version of your asset ![]()
My current game map is big, as in 12km x 12km big, and it will probably be expanded upon in the future… I’m using all the options that are in the advanced template as they fit many of my gameplay needs ![]()
What would you say are the most intensive calculations grid wise?
I could probably find a way to reset the iteration count after the initial calculations. I’ll try to look at that (or just do it manually).
I haven’t looked at your ForLoopPerTick and ForEachLoopPerTick macros yet. That may be a solution.
Thinking out of the box - wouldn’t it be possible to do this at runtime for a small grid around the player? I was thinking of having a fixed point in the world and then reference the point coordinates for the generation of tiles to make it all snap and consistent. I would love your input about this idea, and especially why it wouldn’t work ![]()
As I see it there’s another caveat of statically generating the grid and that is consistency when thing change. For example if I would resize the grid tile sizes, then all the positions of the placed blueprints would be invalid. Or am I wrong here? Maybe there’s some logic to rearrange the units etc. upon change?
Btw. I think your asset is great ![]()
Thank you