@Ares9323 The procedural generation would be good in some cases, but I would like to have the building layout to be predefined, not random. The building itself would be just one object on the map. However the building blueprint would contain multiple child actor “double walls”. The propagation in my case had issues when I did changes to the “double wall”. It wasn’t reflected in the “building”. Another time when I added some arrow components to the “wall”, then it wasn’t reflected in the existing “double wall”. I must admit that sometimes it works and I couldn’t find the patter when it doesn’t. I hoped there is some logical explanation of how the propagation system work in Unreal.
To visualise it I contributed to the old, but similar topic, where the problem was unresolved. Here is the link and it contains screenshots from my project:
Please let me know if that is sufficient.