That looks like you’re just converting that string into an array, right? I didn’t know you could do that, and it’s part of the solution, but I’m more looking for a way to generate that string in-game. And my tiles are level chunks that are blueprints with stacked procedural static meshes.
If I try to put more than a 20x20 grid of them, I can’t package my game to test it (runs out of memory), so what I want is to generate a placeholder map, and only spawn tiles as the player gets close to them. I have the tiles load/unload based on proximity, so that’s like 1/3 of the whole shebang working, but generating the proxy map ahead of time is what I’m having trouble with.