Need guidance, setting up "generation" of Tiles

Hey, sorry if this doesn’t fit into this topic!
Need guidance on how to set this up.

I’m currently trying to make a board-game as my first project. (Carcassonne)
It consists mostly, of Tiles. That have different looks, wich can be combined build paths, castles.
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Here is how i moddeled it. ( these mesh parts will change material, if a part is grass or castle for example…)
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All of the top pieces are seperated meshes, seperate files.
I only exported one edge piece because i could just make 4 of the same and rotate it.
And here is where the problem arises.

I created a C++ class. wich contains 6 static meshes. ( hull, center, edges x4)
And since the edges are using the same mesh (they have thier own…)
The blueprint turns out like this:


I found out i could in the blueprint editor rotate the parts. wich seems to work. Even tho it doesn’t have a rotation attribute anywhere?
I read somewhere that you could add some sort of scenery component and child the meshes to that. But I wrote the code in C++, wich means i can’t child the mesh components to anything.
I also tried to rotate the edges mesh components after creating them, but nothing happend
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The blueprint looks nothing like the editor or in game.
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The icon for the blueprint looks like before, broken with only one edge…

Anyone have any ideas what i could be doing wrong?
How would you do it?
Sorry for the wall, appreciate your time!

You can definitely add the mesh components as children of another component in C++ using the AttachTo function.
You may not be able to set the rotation of a mesh that is attached to another mesh.
Create a scene component and set it as the root component that all of your meshes are attached to.



USceneComponent* Scene = CreateDefaultSubobject<USceneComponent>(TEXT("Scene"));
RootComponent = Scene;

UStaticMeshComponent* Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
Mesh->AttachTo(RootComponent);

// Rotate your mesh as needed