Endless runner obstacles de-spawining in front of me

So I was creating an endless runner from the tutorial on youtube, and all was well until I tried to add pipes that you have to jump over as another obstacle. At first everything is fine but as you progress the pipes in front of you start to de-spawn as the floor tile behind you is deleted and they start to spawn way ahead of where the floor tiles have been generates. Below are screen shots of my Spawn blocker function, my BP_Floortile event graph

This is a screen shot of how the pipes start to spawn

Not sure how this works at all. Def need more screen shots. You don’t show how you actually “spawn” the tiles or pipes.Just this “blocking” function. But for that to even be called a tile would have been spawned. Also do you mean “destroyed” when you say “de-spawn”, not really sure exactly what a “despawn” is you either spawn or don’t. Once you are spawned you either exist or are destroyed. Also how do you set “spawn points” since you are adding child components to a “random” point without more information it is hard to tell what the issue is but I see multiple areas that could be causing these problems.

Yes I do mean destroy and the floor tiles are spawned in the second screenshot from above. there is a box collision at the end of each tile and when the player enters it a new tile is spawned and the one behind them is destroyed. There is an arrow at the end of the floor tile in the BP floor tile class that will be the spawn location of the next tile. At the beginning of the game in the game mode BP a for loop is used ti spawn the first ten tiles. Also the spawn points are just three arrows on the floor tile in the BP class for the floor tile. The “randomness” is that the obstacle will spawn in one of the three locations, except the pipe will spawn in the same spawn point every time as it will stretch across the entire running space. Is there anything else you need to see screenshots of