// [rdInst v1.00] Adds an Instance to the scene of the StaticMesh.
int32 rdAddInstance(UStaticMesh* mesh,const FTransform& transform);
// [rdInst v1.00] Adds an Instance to the scene of the StaticMesh in WorldSpace.
int32 rdAddInstanceWorld(UStaticMesh* mesh,const FTransform& transform);
// [rdInst v1.00] Adds an Instance of the StaticMesh from the passed ISMC to the level using the passed in Transform
int32 rdAddInstanceFast(UInstancedStaticMeshComponent* instGen,const FTransform& transform);
// [rdInst v1.00] Adds an Instance of the StaticMesh from the passed HISMC to the level using the passed in Transform
int32 rdAddInstanceFastWorld(UInstancedStaticMeshComponent* instGen,const FTransform& transform);
// [rdInst v1.20] Adds to the InstanceData for this Actor from the passed in Array of Transforms for the specified StaticMesh
bool rdAddInstances(UStaticMesh* mesh,const TArray<FTransform>& transforms);
// [rdInst v1.20] Adds Instances for the passed in Array of Transforms for the specified StaticMesh
int32 rdAddInstancesFast(UStaticMesh* mesh,const TArray<FTransform>& transforms);
// [rdInst v1.22] Adds a new Instance of the StaticMesh to our Actors Instance List
void rdAddInstanceToList(UStaticMesh* mesh,const FTransform& transform);
// [rdInst v1.22] Adds a new Instance of the StaticMesh to our Actors Instance List with the passed in folder and Component to get Randomization from
void rdAddAdvInstanceToList(UStaticMesh* mesh,const FTransform& transform,const FString& folder,UActorComponent* comp);
// [rdInst v1.00] Adds a new Instance of the StaticMesh to our Actors Instance List with the passed in Randomized properties
void rdAddInstanceLong(UStaticMesh* mesh,UChildActorComponent* comp,const FTransform& transform,const FString& name,const FString& folder);