Hi all, I have asked this question before, but it did not get very far. In the end I was still left confused, and I think if I give an example snapshot of my blueprint this time, this should help clarify things that I need help in.
The purpose to what I am trying to accomplish, deals with trying to add an array of static meshes to a spline. For example, the array could hold several different style houses, for which every house that is placed along the spline, I need the Blueprint to randomly choose from a list of houses that I supply in the editor. So in other words, a spline could have 3 different kinds of houses spread out through the entire spline on random choice. Now, someone from a prior thread once did mention to me that I will need a static mesh component for each *different *static mesh that is in the array. However, between my previous discussion and other threads from others who have asked almost the same thing, the best I could come up with was to add a AddInstancedStaticMeshComponent, connect the return value of it to a SetStaticMesh and connect the editable static mesh in the static mesh node. So from there on, that is what I did. However, I then came to thinking, that this sounds silly, because as the Blueprint is looping through the code, at some point, the random generator is going to pick a static mesh that has been already added to an ISMC. Therefore, this means that I am only making a bunch of ISMC, instead of adding the duplicates to the original ISMC.
To help clarify this, I have made a snapshot of a stripped down version of my original Blueprint, since the other stuff in the original Blueprint is not related to my question. Overall, I think I am actually doing this wrong, which, I was hoping that someone could help me and take a look at the sample image of my Blueprint below.