Seeking Advice: Procedural Level Generation without Corridors in Unreal Engine 5.1

I’m currently working on a roguelite game project in Unreal Engine 5.1, and I’m facing a challenge with level generation. I’m aiming to create a level layout similar to games like “The Binding of Isaac” or “Zelda,” where prefabricated rooms are utilized to generate unique levels each time. However, I want to steer away from the conventional approach of using corridors to connect these rooms, which most tutorials and guides include.

To provide a bit more context, my game will feature various types of rooms such as an empty “initial” room, multiple “monster” rooms, a treasure room, a boss room, secret rooms, challenge rooms, and a shop room on each level. Instead of corridors, I envision direct connections between these rooms, allowing players to enter and exit rooms solely through doorways in the top, bottom, left, or right.

I have already implemented a system that uses corridors, and I’m not satisfied with the results. I’m looking for alternative ideas or suggestions on how to achieve the desired room-to-room connections without relying on corridors. What approaches, techniques, or resources could you recommend for creating this seamless room connection system?

As an example, i have found a few purchasable systems like “Dungeon Architect” and “Dungeon Generator” on the UE marketplace, however this is also a project that I am looking to learn for future endeavours, and would like to be able to face the challenges head on without copying.

Any insights, tips, or examples you could provide would be greatly appreciated. I’m eager to explore different possibilities and iterate on my current system to enhance the overall gameplay experience.

Thank you all in advance for your support and valuable input! I’m looking forward to hearing your suggestions and engaging in insightful discussion.