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In the screenshot I’m using a grid of instanced static meshes generated in the construction script. Here is a closeup:
The tiles are just for show, however. The system works just as well with just a single collision plane for the entire grid. You don’t need individual collision volumes or anything, as everything is calculated using arrays and vectors. I’m going to include some various options for displaying the grid with the marketplace release, but how the grid is visualized is unconstrained by the system. If you wanted to make something really optimized, but still visualize the tiles, you could possibly use something like 's perfect tile system, where the entire level would just be a single mesh with a single texture.
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Thanks for reminding me that existed. I was looking at that and I am still interested, but I don’t really know how it is supposed to work. You have a big plane and at Vector A you apply texture X, and at Vector B you apply texture Y? How do you talk between the blueprint and the material to make that happen?
As long as I can reach in and specify things procedurally, and I can get it to work on non-flat surfaces, I think it would pretty much be all I need except for the forests. I would also have to be assured that I could regenerate the entire thing reasonably fast with a new layout.