Randomly choose a mesh upon spawning foliage type?

Then you need To clarify what it is you’re trying to do, How does it not contain the feature you need? You want to spawn multiple versions of the same mesh with different features so it looks more natural?? You want different heights and ages of foliage ?? Then you adjust the number of steps, seed variation settings and growth settings

this is indeed very possible and easy with the procedural tool.

You can also use multiple foliage types at the same time . And can either keep everything all seperate by using multiple spawning volumes giving you more control or you can completely randomise it and just have one spawning volume spawning everything

So it is all possible you can either control everything yourself or let the tools do it for you and tweak the results as needed .

So maybe it’s you that needs to learn to READ like maybe the documentation for a start

“Since Epic won’t be doing it we’d settle for the simplest implementation of something like this that we can. Simply randomly spawn one of a list of meshes with a single Foliage Type. We’d be okay with not having different “ages” as that would complicate things I guess. We want to add as many meshes as we want to a Foliage Type and then have that Foliage Type randomly select one every time it spawns a mesh.”

Wrong way round , create multiple foliage types with different mehes then add them into the spawning volume array either a single spawning volume or you can have multiple .
The outcome is up to you the possibilities of this tool and how you’re content looks is up to you and how you set it all up.

Another thing I have noticed is you can actually add the procedural tool as a blueprint class though at the moment I’m not sure what you can do with it. But if you can expose the right variables or create you’re own nodes you could even override the parent class and create you’re own spawning/programming logic