Replace Instanced Static Meshes?

I have like 100 instanced static meshes which I created at the start of the level and I need to switch between 2 visual states at gameplay which is basically just blue and green. It would be ca max 7 at once per tick getting switched. Would it make sense to get a instance with “instances overlapping sphere” for each instance, then remove it and replace it with the other state every time? Or is it already better performance wise to use no instances at all then and switch between 2 materials with 100 static mesh components? Or is there any other solution with instanced meshes that I’m missing? Hiding instead of replacing a instanced mesh would be good but there seems to be now way.
I’m working on a 90 fps VR game made in blueprint here.

you need to replace all of the instances? why dont you do a GetInstanceCount and then a ForLoop?

If you just need the same mesh to change colors then you can do that in the material. Use a material parameter and set that in the game logic. Try this guide https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/Making_Parameters/.

If you need more than that, perhaps you can describe it a bit more.