Problems with spawning the boss room in the dungeon

My boss room is being spawned on top of others and I’ve already tried to solve this problem in a thousand ways, could you help me? I followed the tutorial on the following channel: https://youtube.com/playlist?list=PLrZV1-GZa3Ds1-ON_oeWIdLHXCJ1QZH1P&si=RJboekKML0rohNw8

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Hey @Pocquer!

Here you’re creating the next room but if it has exits they aren’t being added into the array of exits. Also you need to remove the exit used to spawn this room from the array of exits. :slight_smile: HOPEFULLY that’s all you will need to do!

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The problem keeps happening :smiling_face_with_tear:


With the other rooms you’re checking- but with the boss room you aren’t checking to see if it is overlapping with another room. Take some of the code from the “check overlapping rooms” Event to ensure that it isn’t overlapping- and if it is, do what you did with the other rooms and run the boss room spawn again. Loop it until it’s settled and not overlapping, THEN move on to the close rooms Event. :slight_smile:

Hey, I’d tackle it like this:

  1. Deferred spawn + overlap check
  • Spawn your BossRoom with SpawnActorDeferred, set its box collision to “Query Only,” then FinishSpawningActor.
  • Call GetOverlappingActors on that box—if you get any hits, destroy the room and pick a new location; otherwise, enable normal collision and you’re good to go.
  1. Limit your attempts
    Wrap that in a simple loop (e.g. 5–10 tries) so you don’t hang if space is tight.

That approach keeps each spawn “safe” before it ever collides.

Oh—and if you want to keep track of which Blueprints you’ve stress-tested (or any other per-asset to-do), our Asset Optics plugin lets you pin checklists and comments right on the asset in-editor. It’s a huge help for staying organized:
:link: Asset Optics – Next-Gen Asset Management | Fab