Get a new location (x,y,z), from a starting location and angle. (vector math?)

Okay, I think I have MOSTLY figured it out. I am posting the solution here in case it helps someone else.

This blueprint lets you specify a blueprint for a wall, a blueprint for a pillar, and then lets you choose how many times you want to repeat it.

It correctly uses all of the standard transforms, including position of the blueprint, rotation angles, and scaling. Here is an example of it in use:

When creating the blueprint, there are three things to watch out for on the Add Child Actor Component nodes (there are two, one for the wall and one for the pillar). Make sure Manual Attachment is set to True in the node, and in the Details set Mobility to Static, and Child Actor Component to None (it will be set by the blueprint anyway).

There is still one final thing I need help with, if anyone knows the answer to this: is there a way to dynamically get the width of the wall? The “Wall” variable is a Packed Level Actor class reference, and comprises of a variety of static meshes in a blueprint class. Surely there must be a way to determine this within the blueprint, instead of having to manually type it in.