Thank you for the speedy reply.
Just to add more clarification to the current setup I am working with. The “Dungeon Gen BP Class” is in charge of spawning rooms (room amount integer that counts down for each room spawned successfully), checking for overlap between rooms and deleting overlapping rooms, logging and removing new/used exits respectively, Closing unused exits when the room amount integer hits 0, and currently logs the spawn points for assets and stuff that would populate the rooms.
The “Master Room BP Class” so far has operated without any code. It contains the overlap boxes, spawn points, and exits that the generator spawns (Spawn actor from class). The master room is not one of the rooms spawned, there is a “Dungeon Spawn room” that the generator spawns first and then spawns rooms from “Dungeon” or “Cave Room” Classes. The Master Room pretty much defines what each room in these classes can contain (exits, spawn points, collision, mesh) Everything is currently done through the Dungeon Generator.
My main concern is I don’t want the asset spawns to be entirely random, just random to a certain degree (Random within defined outlines (Barracks, Library, Kitchen, Roots/Natural) But as I am typing this I am realizing I could have all this happen after the overlap check and before the generator goes on to spawn the next room. Part of me just feels it would be a lot cleaner if I had that functionality coded to the rooms.
I can attach some screengrabs of my blueprints if you want to take a look and give me any other tips on how I should go about this.