Sorry, I should have included more details. I have a function that, right now, places random(blocking) tiles in the scene in BeginEventPlay callback. This works great for items that only cover a single tile. I want to be able to procedurally place items that cover multiple tiles.
I guess the one way to do this currently is to write the blueprint for each item that will spawn blockers at the correct locations.
Thought it sounds like your update will solve my issue. Thanks.