Bomberman-like Gameplay; Bomb Functionality

Not that I have planned, for now there will just be a cooldown.

The problem, though, is that the StaticMesh I use can’t have collision as I can’t specify as to what will collide with it or not - so then I’d just be stuck inside or on top of the objects.

I made this real fast to try and demonstrate what I’m trying to do. Imagine each of these grids consist of the blocks I have, and this is the legend;

White: Empty, not visible to the player(can be made visible for debugging)
Gray: Indestructible blocks, to prevent the players from escaping the level
Brown: Destructible blocks, if a bomb can reach this block - it will be destroyed
Blue: Blocks randomly assigned to work as spawn points for the players
Red: Bomb
Yellow: The neighboring blocks that need to be checked whether an explosion can occur there or not

Basically, I’m not quite sure how I should achieve this since I am using an actor that generated a grid system with static meshes.

I tried making each block a separate blueprint, but that meant I had to use Add Actor as Child Component so that means I can’t cast to them to change the variables and such(unless I’m doing something very wrong?).

I might simply have to remake the grid generator, I’m just a bit stuck on how to go about achieving this while also having it fairly customizable in terms of size and such.

Edit:

I completely forgot about the collisions I can add as a component in the actor BP itself, rather than on the StaticMesh. And in doing such I have full control over what collides with it and not.

So I’m currently in the process of building an entirely new grid generator. But if anyone has any suggestions or advice in general I’d appreciate it!