Newbie tries making a fantasy city generator

I should probably explain what it’s doing just to make it clearer.

My “Building Generator” blueprint, using a blutility, goes through all of my “Road” blueprint’s to find all the possible locations it can build. On each of those points it will spawn a “Building” actor. From there I can move and manipulate and do whatever I want with the building itself.

Once I am happy with that I go back to my “Building Generator” blutilities and run my “Instancer” which then steps into here. It will go through every “Building” actor that’s in the level, find all of the different static meshes that are in it and create a new “instanced static mesh” for each new static mesh that it finds. It will then get the transform of that mesh, add an instance to that instanced static mesh and set it’s transform to be what the static mesh was and then destroy the static mesh.

So you will end up with an “instanced static mesh” for however many unique meshes you have, after the mesh has been found then everything will be added as an instance to that 1.

Based on Blunties meshes he should have 18 instanced static meshes and all of the parts will be instances in there.