Turn based strategy system

[=;201746]
Honestly I know very little about materials. I’ve worked up a lot of very specialized knowledge about certain aspects of UE4 while still being a complete beginner in others. However, it seems reasonable that a system similar to ’s can generate a tile texture based on an array, and avoid the need for separate tile meshes for rendering a tile map. I believe this will be a corner case, though, and for almost all cases instanced static meshes will probably suffice (and even regular static meshes for some).
[/]

Yeah same here. I still haven’t had time to figure out how to UV my own hexagons. :stuck_out_tongue: One system at a time. I have been content to stay mostly in BP logic as more features get fleshed out in the engine. After pathfinding I think I will be working on some UMG elements for various map features. Loading bars, tile interaction, etc. Hopefully I will become an expert in each area as I move along. :slight_smile:

[=;201746]
You shouldn’t have any trouble generating things procedurally with my system. That’s how I’m planning to handle it for my own game, so I’ve made sure it can be implemented easily. Everything is array based, so it should be as simple as feeding the procedural generation algorithm into these arrays. I might even include a basic procedural generation example if I have the time (though I’m sure you’re the last person who would be needing that :P)
[/]

Yeah I was referring to 's material thing. I feel like if I can plug an array into something I can pretty much do whatever I want with a feature. :slight_smile: