I am learning UE5 using a course on Udemy, and also trying to build a simple (as I thought) project of myself.
The game is billiards with top-down perspective. I want to make a billiards table that has:
Different patterns on different levels. E.g. some levels have a checkered board, some levels have a honeycomb pattern.
I want to be able to animate individual cells in the grid. E.g. toggle luminosity, cycle colors. I am also considering playing with geometry in some cases.
My current issue is that there's too much terminology that seems to apply in my case. Decals, textures, materials, static mesh, instanced mesh. I am not sure what I should be looking at.
My current implementation is an actor with UInstancedStaticMeshComponent
that can have different meshes (hex, cube). I am plucking individual instances into separate UStaticMeshComponents
when I want to have one-off material.
What would be an approach that would make it easier to build unique levels?