Dungeon Architect

@dazuk, only one way i could (randomizing junk) make it work so far was creating blueprint that reads its location, uses tat as seed and randomly places junk. But this feels like reinventing the wheel or duplicating what is already in dungeon architect. I believe this stuff is in “Transform logic” blueprint, I can create it, but there are no events, so far i am clueless about how to connect my blueprint graph to dungeon architect.

And while bumping it i have more questions/problems:
1 - how to detect corners?
2 - or detect if only one side of wall is exposed or both?
3 -detect width of corridor (2, 3 or 4 cells wide)
4 - detecting all empty cells around dungeon to fill them with some background mesh.
5 - how place bigger elements that are created from 2 or more cells (for eg, window that is 3 parts wide and has 3 sections/meshes)
6 - or how create array that holds all ceiling meshes (in top down when camera is above roof i hide it, but when going third/first person i would like to show all roof.)