How to do many buildings (strategy game) properly performance wise?

right i think i follow now. sorry for the lack of understanding.

Don’t use the mesh as whats placed, create a blueprint called say “building” then you can right click that blueprint and create a blueprint based on this and it will create a child and say that’s a “hospital” then create another and that’s a “shop” then each one can have its own individual event graph, but you would have to manipulate the instances material using the construction script so you get the visual differences. As for interactions such as clicking the building, id have that setup on an interface that is used by the building blueprint and therefore used by “hospital” and “shop” through inheritance but can be coded individually (I THINK you can in “building” create the click event also rather than code individually and “hospital” and “shop” would use that code also, but i’ve not tried). I realise thats a wall of text, ill put together an image to illustrate.