Turn Based Strategy Grids [Released] [Many images]

The display of the hexagons is done using instanced static mesh components (ISMs). The LevelGrid creates an ISM for every terrain type during its construction script- where the mesh of each ISM is a hexagon plane (no sides/3D) and the material is the simplest color material where the color is selected from terrain type. I don’t think there is any more performance to be gained other than advanced manual culling mechanisms.

You mentioned wanting to get rid of the outlines before- the scale of the tiles is what causes the hex outlines, I scale my tiles by 0.9 to create the outlines but you can have them align perfectly if you leave the scale at 1. You can modify the scales used in the LevelGrid ‘RefreshTerrainPreview’ function.

My LevelGrid blueprint should be perfect for displaying tiles as simple colored tiles, and managing unit positions if you want that. I understand the preference to do path finding in C++ perfectly. :stuck_out_tongue: