Creating a Parent blueprint to manage many instances of Child blueprints. Arrays don't seem to work how I expect? How do you spawn & manipulate Actor array elements?

I am making a game whose levels are randomly generated. Each level is constructed of adjacent rooms in their own Room blueprint (Actor).

My intent was to create a Room Manager blueprint (Actor), which had an array of rooms. So if my level had bounds of 10x10, I’d initialize the array with 100 blanks, and then add rooms as necessary throughout my generation. I’d probably limit the number of rooms to 20, so the array would have 20 unique Rooms, and 80 blanks.

Problem is, I can’t seem to figure out how to spawn copies of the array elements into my game world. Let’s say I want to show the first room of my level. How exactly do I fetch that room from my array, and spawn it?

I have a bit of trouble understanding you, and I think it is me and not you. I think you probably explained the issue as best as can be.

Is the room an entire asset or is it a combination of assets? You can use a spawn node to spawn in pre-built assets. In the Room Manager you could use the array to link built rooms and then use a for each loop to spawn them in based in the array values.