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Many Actors causing Lag, need instancing? C++

I'm trying to find the correct way to instance a BP actor through C++. My original method of spawning my world causes an incredible amount of lag on even a high end system due to draw calls, but I've been unable to find a working way to instance everything and limit the lag.

I'm currently doing

 protected:
     UPROPERTY(EditDefaultsOnly)
     TSubclassOf<ATile> tile;        //Base tile object


 void ATileManager::SpawnTestWorld()
 {
     FActorSpawnParameters spawnParams;
     spawnParams.Owner = this;
 
 
     for (int y = 0; y < WorldLength; y++)
     {
         for (int x = 0; x < WorldWidth; x++)
         {
             AActor* spawnedTile = GetWorld()->SpawnActor<ATile>(tile, FVector(x * TileWidth, y *TileWidth, 0), FRotator::ZeroRotator, spawnParams);
         }
     }

Obviously this isn't efficient, and a 100x100 map drops my fps from 120 -> 15-30. I know I have to add an UInstancedStaticMeshComponent to my class, but I am unsure of how to utilize it from there.

Any help would be appreciated,

Thank you

Product Version: UE 4.13
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asked Nov 13 '16 at 10:15 PM in C++ Programming

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Bobsod
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