Choose the correct component type for a tile

I’m trying to understand which component should be the object “tile” of a dungeon.
Since it get replicated over and over, at first I thought it should be an “Instanced Static Mesh Component”. Moreover, since it’s a component with a render state, it gets notified when changes happen at the tile (and for example changes from “floor” to “lava”) (if I understood correctly what was written in the wiki’s main Component page) .

But what happens when this component gets notified? It’s a single component that istanced a lot of tiles, so if one notifies the component, then the component updates ALL the tile, isn’t it?

This means that an “Instanced Static Mesh Component” is not the right approach, and I should use a normal “Static Mesh Component”, but somehow I can’t find this right. Is there some way to mass-generate a lot of istances, but treat each tile as a singularity? Or should I just use more components “Istanced Static Mesh Component” and replace an istance of type A with an istance of type B when a change happens?

Or am I just totally out of track and I’m making wrong assumptions, and I should use instead a component that manages the logic aspect of a tile, and another one that renders it according to the tile’s state…?