Is there any tips when designing 3D Roguelike game enviornment level in Unreal engine?

Hi all, first, nice to meet you guys!
I used to check other unreal engine questions for answers, and I’m here to ask some confusing questions.

I’m currently building a 3d rogue-like game like Hades/Ravenswatch style which they have a procedural chamber generating system randomizing elements for every run.

I was wondering if anyone could give me tips to make environment assets procedurally spawn for each level like Hades realizing in Unreal.

The process I’m thinking of was

  1. Create Map environment (not playable/outside boundary environment)
    in the level and group them.
  2. Create a ‘Chamber’ BP and place the interactable objects in the blueprint.
  3. Calling each environment level group and BP in Level Blueprint, and connecting each other when entering a new chamber. (ex: For Chamber 1 - Calling Map environment 1 + Chamber BP1)

I’m not sure if what I said is even understandable, or even if this is the right method either. This is the first game I’m trying to build, and I’m kinda stuck on how to realize it, so I wanted to ask the pros in the forum.

I’m willing to explain and answers more if you guys have any questions!
Thank you in advance for reading this!

Hey, nice to meet you too! Your idea is a great start. To make procedural spawning smoother, try using a Data Table in Unreal to store and randomize assets for each chamber. Instead of grouping entire environments, use smaller modular pieces and a blueprint to assemble them dynamically. Set up a trigger system in your blueprint to spawn the next chamber when the player moves forward. Also, add rules to avoid overlapping assets during spawning.

Here’s a helpful resource I found: https://www.youtube.com/watch?v=dx4Dq_mBC84_web It covers procedural generation techniques in Unreal Engine and might give you some useful ideas for your project.