(Previously posted in an incorrect forum)
I’ve managed to come up with a blueprint that works with instance static meshes in order to create a series of varied rooms in random locations. It works well enough, although there are instances of slight clipping between rooms at times, and I need to deal with the colliding instances.
On one hand, it’d be simple enough to add every instance to an array and compare the coordinates of each instance array, before its added, to the array holding all previous values. This becomes an issue when considering the fact that such a script would be checking each and every coordinate against possibly hundreds of other values, which would be strenuous.
Is there any other way that you guys figure I could come up with a way to deal with clipping instance static meshes? The attached image is an example of what may happen.