Replacing placeholders with trees (pivot points issue) (blender to unreal)

To import:

Look into blutility scripts.

Create a variable as the HSIM destination.
Drag the bp in editor and use the eyedropper or the selection option to select the instance.

Then in the BP code just start adding instances.

The process is a bit complex.

First you need to add/register the mesh to use, then you can start placing instances by adding them and setting their transform.

Your loop should probably only do about 100 instances at a time if using blueprint, otherwise the systen will likely trigger the silly endless loop message even though it really isnt endless.

To resolve that you can probably add and update an internal value that keeps track of the current instance/row record entry you reached.

The absolute nastiest part of importing things is that after years and years the data import is still 100% broken, so you have to manually select the file to import from every time you restart the editor and you are otherwise unable to use variables for it.
I dont think plugins would be able to fix that portion, but if they are (probably by coding up their own c++ data reader system), then they would definitely be a worthwile investment.