A turn-based hex-grid strategy game developed in Unreal Engine 5 using a hybrid C++ and Blueprint architecture, supporting up to four players. The project focuses on gameplay systems design, grid-based logic, and the integration of high-level Blueprint scripting with lower-level C++ systems to balance flexibility and performance.
Noise-driven procedural hex grid
Biome classification, height variation, and tile variant selection all derived from a single FastNoiseLite pass at generation time, keeping the map unique each run
Decoupled C++/Blueprint visual pipeline
Tile hue tinting uses BlueprintImplementableEvent to separate noise math (C++) from mesh/material knowledge (Blueprint), with independent HSV controls for tile and foliage per tile instance
Delegate-driven architecture
Turn changes, tile selection, grid completion, end-phase transitions and win conditions all communicated via multicast delegates rather than direct references, keeping systems loosely coupled
Multi-phase turn system
Supports up to four players with a configurable max-turn count, automatically transitioning into a distinct end phase with separate broadcast events for hold-tracking logic
Interaction interface pattern
IInteractionInterface abstracts player input from tile response, allowing any actor type to participate in the interaction system without inheriting from a specific base class
Dynamic material instancing at scale
Every spawned tile and its foliage components receive unique MIDs at runtime, enabling per-tile colour variation across potentially hundreds of actors without material state conflicts