#You Are In Luck
I just fnished a tutorial on this 
#Basic Version
PlayerController, HUD, or Character.h
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category=BPClasses)
UClass* YourTileBP;
PlayerController, HUD, or Character.cpp
FActorSpawnParameters SpawnInfo;
SpawnInfo.bNoCollisionFail = true;
SpawnInfo.Owner = this;
SpawnInfo.bDeferConstruction = false;
AStaticMeshActor* NewTile =
GetWorld()->SpawnActor(
YourTileBP, SpawnLoc ,SpawnRot, SpawnInfo );
#FVector SpawnLoc and FRotator SpawnRot
Whatever values you want 
#To Do: Make a Static Mesh Actor BP
After compile time you need to go into editor,
- make a blueprint of a static mesh actor
- assign your mesh
- filter for “material” and assign any default material that you want (under Rendering)
- go to the blueprint of whatever class you are using to spawn stuff, such as HUD or PlayerController or Character
- plug in your new Blueprint for YourBPTile
#Template Version
Wow interesting Timing!
I just finished writing a template Spawn Actor from Blueprint function!
all details here
http://forums.epicgames.com/threads/973803-20-Tutorials-UE4-C-Concepts-Templates-lt-Template-gt-Spawn-Actor-From-BP-For-You!?p=31777885#post31777885
#Code for Templated Version
stick this in your .h for your HUD or PC or Character
That’s the .h, not the .cpp, since this is FORCELINE
template
FORCEINLINE VictoryObjType* SpawnBP(
UWorld* TheWorld,
UClass* TheBP,
const FVector& Loc,
const FRotator& Rot,
const bool bNoCollisionFail = true,
AActor* Owner = NULL,
APawn* Instigator = NULL
){
if(!TheWorld) return NULL;
if(!TheBP) return NULL;
//~~~~~~~~~~~
FActorSpawnParameters SpawnInfo;
SpawnInfo.bNoCollisionFail = bNoCollisionFail;
SpawnInfo.Owner = Owner;
SpawnInfo.Instigator = Instigator;
SpawnInfo.bDeferConstruction = false;
return TheWorld->SpawnActor(TheBP, Loc ,Rot, SpawnInfo );
}
#Template Usage
AStaticMeshActor* NewTile = SpawnBP(GetWorld(), YourTileBP, SpawnLoc, SpawnRot);
#Enjoy!
Enjoy!
You can use my Template to spawn any kind of BP you want in a convenient way
Rama