How can I create a hex grid in blueprints?

So I’ve been researching this topic for about six months and well for a beginner it was a bit confusing. However, I have learned something. Yet, there is still little info out there for my skill set.

Recently, I have managed to combine some of what I have learned and a bit of luck and came out with this:

I did so by creating my own mesh in blender and in an actor blueprint I came up with this:

So, how could I go from this to something Civ-based, however not procedural generated?
I would like to be able to change the map size and eliminate the gaps.

Anything helps and is appreciated.

That is possible. I adapted an old tutorial BP for a chessboard and combined with something I saw using modulus when I started learning.
The modulus highlighted in the screen shot was / 8 and each index was multiplied by 400 when the static mesh was the400×400 floor. and last index set at 63.

You sure this is working as intended? A loop of 100 gives you around 40 elements only? Is the rest overlapping?

You can check for overlapping by playing in editor and use the static mesh list to manually check for overlapping. Also I am not quite get what you want? Do you want to auto-generated hex-grid, with the ability to determine the map size?

theres actually a thing on the marketplace for hex grids and his initial unfinished project was still available on the forums so that may be of some help if you can find it.

Ultimately, I want to have a hex based map that player movement is grid based. I don’t need procedural generation because the tiles will all be the same.