I’ve gone back to the project, but I’ve started if from scratch. I learned a lot from my survival building project.
The actors used in the original video were used because I was hoping to allow more manipulation on each actor, (think adding a light, door, window frame). However when considering how large this “building” could become the performance would suffer, think 200 wall segments.
Currently I’m looking at instance static meshes for all building assets, these will be stored in a actor (think building library). Currently have plans written for colouring walls and how that is replicated in the instances (I had written code (blueprint) which creates a new instance static mesh component based on a colour change). Ideally I’d like to work on a whole section of code which would create a dynamic mesh of each wall, would allow huge flexibility for creativity, however that’s for the future.
The build-able area is now contained within a actor (possibly the one mentioned above), this will change the height of the building “zone” to accommodate different floors, again these floors will follow the supporting structures beneath. Having it designed this way allows me to place an actor anywhere on a 3d terrain, set the length and width of the “zone” and this restricts building outside this area.
Will hopefully get my head down and get messing around with Unreal again, wish me luck.