A good way to reduce draw calls

Hey, im making a simple tile editor to create levels easily for our game, but the amount of draw calls goes to >1000
when im finished editing it, and that just wont do.
I do almost all of the work in c++ code so is there a way to reduce draw calls with code?

You probably solved it already, but for anyone coming next:

I’d create a StaticMeshInstance component for each possible tile type, as each SMI can only contain the same mesh with the same material. Then, when editing the tiles, I’d add/remove each type to/from it’s specific SMI component.

If the tiles are to be removed or transformed ingame, use HierarchicalStaticMeshInstance component. It doesn’t receive LighMaps, but works better with LODs and you can remove/add them at runtime.