I could place a plane mesh around each “Room blueprint” to cover the sides, but I’m afraid it might overlap into other rooms.
I feel like an ideal solution would be to fill all the empty spaces with a “Post Process Volume” or a similar technique, but I can’t find any solutions while searching.
Your question reminds me of this thread. The user used a basic skybox / skysphere to add texture to the backdrop. And I provided a basic post process material to fill empty space with something of your choice.
Presumably you already have some way to check if the rooms are overlapping other rooms
All you’d have to do is on the completion of generating the rooms spawn a static mesh on the sides with no other room
Ex your room has a collision box then you have another collision box to each side of the room that does almost the opposite, if there is no room spawn mesh
Perhaps this will help, He dosen’t do what i just described above but this will help you understand more than what i could possibly type here
You’ll likely need another collision channel than the one that the rooms use
If you don’t want to do any of that a more expensive and probably more complicated way to do it would be to do a line trace from the corners of the room and get the length to the hit… and make a mesh that is that big