Quadtree Generation - based on the main part of the UE4 procedural level training stream (will add a link later on) this generates quad trees before assigning rooms and digging corridors.
Very elegant and I tried my hand at this, but I have yet to finely grasp some of the concepts.
Standard Rogue-like Array - a lot of algorithms around for this, including standard maze generation and seeding of rooms, but Bob Nystrom’s articles have been really key to me being able to wrap my head around the generation.
While I have no clue where to begin with translating it to Unreal Engine, I anticipate it would require coding rather than blueprinting. Again, the main issue I can see is that there is no grid pre-defined in Unreal.
The main factor holding me back at the minute is my understanding and level of knowledge of the unreal engine. Specifically, the definition of a workable grid is (I think) where I’m falling down. The idea I’m favouring at the minute is a combination of the Instanced Floor and Standard Rogue-like Arrays. If I can generate code to produce a rogue-like dungeon in the form of an array only (e.g. tile 0,0 = corridor piece; tile 0,1 = empty) I could then feed this to an instanced static mesh loop, which would spawn the appropriate room/room piece at the corresponding tile.
Sorry if this is a bit of a long reply! I wanted to get everything down before I forgot everything. I can update later on with some screenshots of blueprints too.