Array of static meshes

.h


public:
UPROPERTY(EditAnywhere) TArray<UStaticMesh*> StaticMeshes;

.cpp, in BeginPlay


Mesh->SetStaticMesh(StaticMeshes[FMath::FRand()*StaticMeshes.Num()];

With Mesh being the UStaticMeshComponent variable that you want to change, assuming you added the static mesh component through c++.

^ May have some syntax errors as I can’t test it, but should be good.