in your blueprint, if you add instanced static mesh component to your blueprint, if you click that component in the component list, you can initialize all of the settings like mesh, material, cull distances etc, in the details panel. to add the mesh, drag the instanced static mesh component variable into your events (or constructor) window. then, drag off the pin ‘add instance’ to actually add one of the instances (and assuming you’ll include this node in a sequence somewhere). you will have to specify the transform in most cases, but if you review some of the spline tutorials or grid generation tutorials, you can see how ‘for loops’ are used to generate hundreds of these instances procedurally (so for example you could create a path with tons of those lamps).
lot’s of ways to use instancing. here’s an example: instancing video
yes, great for performance on desktop computers as all instances are basically considered one instance. on mobile, until hardware acceleration starts appearing more commercially, this isn’t really an advantage.
yes, you could use this concept to generate walls, but you’ll need to evaluate the advantage of placing walls in a scene as it’s own actor, vs. generating them as instances within a blueprint.