So I got my tiles to work with hit events as actors, but now that I want to use instanced versions of them it isn’t working.
First, in my BP I AddStaticMesh with one of my previous tile assets as it’s mesh. Then I use the Return Value to set an InstancedStaticMesh variable. I then use that Variable to spawn the instances in the world. The instances aren’t responding to hit events despite using the same mesh as the previous SpawnActor that did work.
In the AddStaticMesh I have Generate Overlaps checked and Collision Presets is set to Overlap All.
I also tried using SpawnActor on my tile class and then took the return value and did AddInstancedStaticMeshComponent and hit events work, however they are called on ALL instances of the SpawnActor.
I managed to achieve this in BP by simply creating a box physics component for each instanced mesh when the world is generated. The fact that all my meshes are cubes made it a bit easier.