This is what I’m trying to fake by making compact GridBuilder levels (currently non runtime dungeon) and then let the main SnapBuilder level (should be random runtime dungeon) stitch them together.
But the SnapBuilder part is not working properly (only the first room/level shows up) - and I’m already ignoring all GridBuilder assets in the SnapBuilder level, so this should be no problem as they are simple static levels.
Maybe theming would work, too. With some kind of DungeonEventListener blueprint in the SnapBuilder level changing (or maybe even rebuilding) the GridBuilder modules.
But I must agree that a built in way to do this in DA would be better.
For doing a shooter map the GridBuilder as it is now maybe sufficient, but for an ARPG style game I need mush better control over the rooms.