During my years at Tequila Works I made up to 3 different Tileset systems, in which each time I had to start a new one for the project, I learned a lot and improved it with each iteration. 

One day visiting the Market Place of the Unreal Store I discovered a pack that I loved, but it was missing things. It was the SuperGridStarter Pack.

The problem with the pack was that it had many things but always separately, so in the end you had to be working with many different materials. So based on that package, I adapted one of the materials to what I had in my head. 

I created a blueprint that allows you to modify the appearance of the material and the size of the object. In this case, a cube that can be used as a floor, a wall, a railing, an interactive, and many more.

By default, for optimization reasons, all the materials are not editable, since it is not always necessary to modify them and that way, Unreal doesn't have so much trouble rendering that object.

But in case you want to have a different property, you can edit it without problems. What you can do with this object is the following:

  • You can modify the size, opacity and colors of the grid that is drawn on the object, as well as the background texture.
  • You can change the visibility of the Normal Mapping, change the texture of the Normal Mapping, and change the roughness if you want something smoother or more marked.
  • You can also have pulses, set the color of those pulses, the brightness and speed. In this way, small objects that can be interacted with benefit from this and attract more attention.
  • The layer is one of the strong points of this tileset, since it allows to show an object or character by means of a texture. In that texture are included the basic metrics. You can scale, tile the texture, move it horizontally and vertically in case you need to adapt it and flip the texture.
  • Assign different colors depending on the face of the object. That way you can use the same object to indicate different things according to a color code.
  • Finally, the actor can be scaled to certain sizes. This will make life easier for the transition from blockout to environment, since the metrics cannot be altered except on purpose, as can be seen in the Manual Scale boolean.

Rescaled objects are a problem for the engine, because if they are modified the draw calls are raised and the game may suffer performance problems. 

Having the metrics in the tilset itself makes that anyone who has to work with the layouts learns the metrics without the need to read a document, because it is all ingame.

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