How to get this Component with Weighted Outputs and Tie it into this Actor?

Greetings Everyone, I’ve been working on making a System for making a Rock that Spawns Other Rocks when Broken. But each time it Breaks it has a Weighted chance to spawn something Else Directionally around it. I’m quite new to Unreal and have been following lots of Tutorials. And i struggled to find Weighted Random Things outside of a loot System, I figured it wouldn’t be too Different to change. Though I’ve been a little stumped with my Limited Knowledge.

Here is The Blueprint inside of the Rock I’ve been using. This is all to Create a Rock and it’s others once Rock is Destroyed. The Bottom Part Creates Them on an X Axis. The Top Creates it on a Z. And i used an Array to Randomly Spawn the Types. But i want to know, With the Component I’ve created. How can i Tie the Values in there to The Things i want to Spawn in the Randomness? I’m sure i’ve done something very Round about but any help would be appreciated.

UnrealEditor_Qg5WAtpsLm

From all those Spawns, I have 4 Other Types that i wanted different ones to Spawn More or Less. I Followed another Tutorial Online and i created this.

CalculateRockValues (Function)

Choose Rock (Function)

Event Graph