So I pulled a random Index from my Actor Array, and it looks like the way I am filling the array means that every actor with the same mesh in the array counts as the same actor. So if I pull an index and set it’s mesh to be a blank tile, all tiles that shared the same mesh as that index become blank.
IE, all water becomes blank and not just the Actor at the Index.
It won’t let me Destroy Actor either, since InstancedStaticMeshComponent is not compatible with ObjectActor.
This could turn out to be a pain…