For those of you like me searching for this on google but found no answer, this is how you can do it.
I use the world position to select a “Seed” (random number) and multiples that by the number of options, then floor it to round it to the nearest whole number, and plug it into a switch - then plug the switch into the diffuse color (ignore I am using “Emissive color” its just for my instance I am using this to generate random parallax exterior windows that emit light.)
Now every option color/texture is based on its location, which appears random enough for static meshes.