There's been something interesting and quite the difficult in the making: procedural content. Have spent the last few days iterating on all different kinds of simple models (to no avail), because to be frank, anything procedural takes a lot of time and effort (many weeks just to get the basics done right), and a lot of optimization (to speed it up, etc.). However, even knowing what you're doing (well kind of not in my case), there's a limit to how fast BP code can run. Which is why I've ditched my usual methods for creating procedural dungeons (there's a whole list of steps you've to go through, some footage are available on my YT channel if interested). And as this is just a prototype, was excessively trying to come up with a solution that could require the least amount of computation (and fastest to iterate, well its fast but took a lot to set it up, more so than usual), while still being able to deliver a semi-decent result in the form of "organic" content (as generating is one thing, you've to make sure the content is valid, and fix if need be (like the paths); which takes a lot of time in game too, in the form of a loading bar). So while I'm not 100% sure this 5th iteration will work out, so far this is the most promising (plus doesn't include working with arrays, which is always a plus; those can be nasty, and requite a lot of workaround, so this time it was time to ditch those), but at least now we can generate something that looks like a path (for interior, dungeon scenes). See image below:
While it's nothing remarkable, just yet, it already skips a lot of the traditional aspects of generation (like finding points for paths via pathfinding, angles, rotations, etc.), which means that this was made almost instantly; and can be extended forever. Now comes the rooms and should be good to go.
And to spice up things a little bit, to help the project (as it's currently going "nowhere" in terms of project goals), it is planned that the next release will be covered by a proper devlog on Youtube if possible (not sure yet, things are quite hectic around here). Not sure how or in what format, but probably something that would be nice to watch.