I am very new at unreal engine but I want to make sure I start my project correctly. I want to have several rooms created, and then connected randomly kind of like how Warframe did it when it first launched. For example, for a hospital Id create a lobby, rooms, hallways, staircases, ect. And then When the level launches, have the rooms randomly put together to create a “level” or pre-created rooms that all fit together.
My question is: Should I build each individual room in Blender first and then the meshes are pulled into the level randomly to create the map, or should I create the rooms in Unreal engine and then allow unreal engine to pull in each item individually as you enter rooms to create the level?
Another example I suppose would be Lethal Company. Each seed randomizes the rooms between doorways. Thank you in advanced.
Normally what you do is greybox the level in Unreal (in Selection Mode dropdown in top left, switch to Modeling mode) to get a general feel for how everything works before you start putting together detail rooms/levels/etc. E.g. something like this:
That way you can make sure everything feels / plays well with minimal effort before you have to go undo a bunch of expensive work. You might then continue to refine that greyboxing to get slightly more detailed like
to even further confirm your prior greyboxing, during which you might make some of the finer items in Blender if you’re more comfortable using that or even just use placeholder asset pack assets (like Synty assets, or from past games you’ve worked on). You would fit together the greyboxed rooms in Unreal, then export them as fbx files through the Asset Actions context menu, and complete them in Blender (either as whole pieces or multiple). Then, since in Blender you were conforming to the greybox asset, they already fit together with everything you already built. But you should only be making the final assets well into game dev. You want to quickly get your game loop up and proven, so do the minimal necessary to prove that with greyboxing and only worrying about modeling everything for real later