I can think of half a dozen ways to accomplish this. It would all depend on complexity and scope. The most basic way that comes to mind…
[the top bit is me butchering the string as it comes with weird copy/paste formatting]
… results in something like this
If you want each tile to be a separate actor, create a base tile and a child for every tile type; then, instead of the Select node you could use SwitchOnInt.
If you have 50 tiles types, this will become a spaghetti very quickly in blueprints, though. You’d need to consider pre-processing the input data first. Turn the raw strings into more meaningful structs (each holding a class variable, for example).
When it comes to performance, you should investigate instanced static meshes and check [Zeustiak’s threads][3] (check his signature).

