You would think it would be down to the meshes spawning in that cause the time to gen but nope. Here’s an example I did using a new system I’m working on.
This is roughly the size of maze your going for. I generate this in approximately 20 seconds at run time by spawning in a new maze chuck every delta second (pretty sure the delay as a min limit though). If I was to get a single maze to generate this continuously I’d be waiting ages for it to generate. I’m probably going to get fed up and end UE4 lol.
Just to show the flexibility of chopping your maze gen up here’s a 420x420 maze that only took about 1:30 minutes.
Doing it this way also (hopefully) will allow for the master blueprint to control what spawns in. With a maze where the tiles are about 4m4m in size (makes a chunk of 21 tiles 84m84m) there’s no really need to show more than 1-2 chunk radius around the player. This makes it better for when your throw foliage and other fluff around your level to spice it up. Trying to load and run an entire level the size of 840m*840m with fluff is going to impact of frame rate a lot.