Best Approach For Multiple Rooms Procedural Generation

Hey guys.

I am doing sort of a endless runner, but it is composed of multiple rooms that are generated when the pawn passes the previous one.

What I want to to is the following.

I have a list of type of maps I want (grass / rocks / water, for example)

What I want to do is to generate the next room randomly choose between one of these, and the assets inside of it (wall / flloor and props) would also be randomly generated based on the chosen type.

What is the best approach to do this?

Is it to create several Level Streams and populate the next room?

Is it to create a blueprint with the full room?

All of this with Seed.

Thanks for the help

Each sub level has its own level blueprint so it should work nicely.

I don’t think adding a lot of components to a BP is a good idea (not sure how detailed you imagine the rooms) so I would suggest level streamnig.

Thanks, that was one of my ideas.
Is it possible to create like 4 rooms, one for each type, and on the level blueprint for each of the rooms I populate them differently? That way different players that enter on room 1 would have different rooms with the same type