What math should I use to make a hexagonal grid system?

In this project you can find an example of procedurally generated hexagonal grid.

https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1491686-free-procedurally-instanced-meshes

Hope it helps…

I am attempting to design a game with a hexagonal grid system. I want to have a system of hexes where all even rows are offset, somewhat like this.

What blueprint nodes should I be using to account for the offset? I plan to spawn in hex meshes, eventually using a random selection terrain system.

Thanks in advance!

A simple way would be to do this:

which produces this:

Tweak the numbers so it matches your mesh.

Should also disable “run Construction script on drag” so it’s not to wonky to move around.

Thanks a bunch!

Thanks a bunch!